Open deanljohnson opened 8 years ago
I've been trying to get some basic multiplayer going and it has been giving me nothing but issues. First, for some reason, one player does not receive keyboard and mouse input, but it seems that everything is setup correctly (player possession, replication, etc.). Second, the Leap plugin does not support multiplayer out of the box, so we need to figure out how to replicate the local Leap data that is moving the clients skeletal mesh and get it to the other clients over the network. Hopefully your previous experience with UE4's networking can help us here Sean lol
Just to keep notes on our progress, here is what we have with regards to multiplayer.
At this point, players can move around the world and each player will be able to see other players moving. A player can use their hands and see their arm moving on their own computer, but they cannot see if someone else is moving their hands. For now, we are going to post-pone implementing this because of how difficult it is likely to be.
A player's interaction with the game board has not been tested in multiplayer, but is likely to fail at this point. Since we don't have multiplayer hand tracking implemented yet, when a piece is moved we can send a message to all clients to move the piece in their own world.
This task boils down to figuring out the replication of blueprints and to making sure that input is passed correctly (ie. only to the local player) when there are multiple players. We should also be able to see the movements of other players correctly.
Any kind of initialization related to spawning a new player should probably go in the level blueprint and we should try to keep the character blueprints themselves relatively un-aware that multiple players exist.