Syncing both your local and remote pawns is as simple as adding a handful of Actor Components to the BP_BasePawn. This means behavior will be inherited by the child blueprints.
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CVT BP_BasePawn Blueprint Location→ CollaborativeViewer/Blueprints/Pawn/BP_BasePawn |
Scene Components to add to BP_BasePawn
→ AC_Cavrnus_SyncAnimationStates
→ AC_Cavrnus_SyncHeadRotation
→ CavrnusPropertiesContainer
(This is added by default when adding No-Code Components)
Actor Components to add to BP_BasePawn
AC_Cavrnus_SyncAvatarTransform
AC_Cavrnus_SyncLaser
(You need to add one for both left and right lasers. See below for config details.)AC_Cavrnus_PawnMovementInfo
AC_Cavrnus_SyncPawnColor
We need to have Two AC_Cavrnus_SyncLaser
components on the pawn. For cleanliness, rename them to reflect what they apply to. Notice below, we renamed one of them to AC_Cavrnus_SyncLaser_Left and set the EditorIsLeftLaser value in the Details panel to True.
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And that’s it! The local pawn is now ready! |