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plugin for Unreal has already been installed in this project. For guidance on how to add the CSC-Unreal plugin for your new projects, or to upgrade your plugin to a newer version, see the documentation under “Cavrnus for Administrators”.

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Installing the Cavrnus Plugin (Unreal Engine)

As with any Unreal plugin, adding the The Cavrnus Spatial Connector is a simple 3 step process:

  1. Drop the latest version of the CSC plugin into the Plugins folder of your project files.

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  1. Load the project in Unreal Editor and enable the CSC plugin in the Plugins Manager

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  1. Restart the Unreal Editor as indicated.

Tip
Tip

This project comes pre-installed with the Cavrnus Spatial Connector plugin enabled. The next steps will connect a specific map in the project to a Cavrnus server.

Initial Cavrnus Setup

  1. The first time the project is opened with the enabled plugin, the Cavrnus Spatial Connector dialog box may display to guide the initial setup.

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  • Set up your Space - Adds an instance of the CavrnusSpatialConnector to the current map.

  • Web Console - Open the Cavrnus Web Console in the default browser.

  • Visit Documentation - Open the online documentation in the default browser. (You’re already here!)

  • Show when Unreal Editor Starts - Toggle this checkbox off to

  • Dismiss - Close the dialog.

Click Set up your Space to add an instance of the CavrnusSpatialConnector to the current map.

Alternatively, you can add

Testing the Demo

To get an idea of what this demonstration will do, load the preconfigured map called “Cavrnized_CarConfigurator”.

  1. In the Content Browser, under Content/Maps, double-click the “Cavrnized_CarConfigurator” level.

  2. In the outliner, scroll down to the “Cavrnus” folder and click the CavrnusSpatialConnector actor.

  3. In the Details panel, configure the settings for the CavrnusSpatialConnector on the Details panel:

    1. Domain Name: cav.dev.cavrn.us

    2. Auth Method: Guest Join Auto

    3. Guest Join Username: <Enter any name here>

    4. Space Join Method: Automatic

    5. Automatic Space Join ID: Reference a valid 24-character Space ID from the Web Console. (NOTE: Refer to the documentation on how to create a new Space and retrieve the Space ID).

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  1. Click the Play-In-Editor (PIE) button to run the level. (or press Alt-P)

  2. Once the Space is connected, you can click any color button to change the color of the car.

  3. Click the “Stop Simulation” button to stop PIE. (or press the Escape key).

  4. Click the PIE button again to start the simulation.

    1. Note that when the Space loads, the car will return to the last color you selected the last time you were loaded into the Space.

Tip

The Cavrnus Spatial Connector not only allows you to collaboratively edit scene with remote coworkers, but your changes will persist even after all users have left the Space.

In the next steps, we will connect a new map to a Cavrnus server.

Initial Cavrnus Setup

  1. In the Content Browser, under the “Maps” folder, open the CarConfigurateScene level.

  2. Add the CavrnusSpatialConnector instance to the level from the Cavrnus menu on the Unreal Editor Menu bar.

    1. Note that you only need one instance of CavrnusSpatialConnector for a given level.

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  1. As described in the Setup Your Scene guide, configure the settings for the CavrnusSpatialConnector on the Details panel:

    1. Domain Name: cav.dev.cavrn.us

    2. Auth Method: Guest Join Auto

    3. Guest Join Username: <Enter any name here>

    4. Space Join Method: Automatic

    5. Automatic Space Join ID: Reference a valid 24-character Space ID from the Web Console. (e.g. 65d51cde823bca2e0f0bc79c)NOTE: Refer to the documentation on how to create a new Space and retrieve the Space ID).

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Tip

At this point, the level is now connected to a server and will directly enter a Space with copresence. The next step adds synchronization of level assets.

Verify

user Copresence Components

Heads Up Display (HUD) Class

  1. This project uses a custom game mode called “BP_MouseDragGameMode”CarConfigGM”.

    1. From the World Settings panel, expand the Game Mode rollout.

    2. In the “GameMode Override” field, note the entry says “BP_MouseDragGameMode”CarConfigGM”.

  2. This project also uses a custom Default Pawn HUD Class “BP_HUD_MouseGrabPawn”CarConfig”.

    1. In the World Settings panelContent Browser, under Game Mode, expand the Selected GameMode rolloutContent/Widgets, open the Widget Blueprint “WB_CarConfig”.

    2. Note that the Default Pawn HUD Class references “BP_MouseGrabPawn”HUD_CarConfig”.

    3. Click the “Browse to Asset in Content Browser” button next to the field.

  3. Open the “BP_HUD_MouseGrabPawn” CarConfig” blueprint from the Content Browser.

  4. Under the Component panel in the blueprint editor, note the following components:

    1. SyncTransform_Character

      1. Property Name: Transform

    2. NameTagWidget

    3. CavrnusProperties Container

Add Sync Components to Chess Pieces

  1. For each asset in the hierarchy that requires transform synchronization, add the following components

    1. Sync Transform

      1. Set the Property field to “Transform”. Note that this property is case-sensitive.

    2. CavrnusPropertiesContainer

      1. Set the Container Name field to “Pieces/Dark_Pieces/<asset_name>”, where “asset_name” refers to the name of the object as it appears in the Outliner.

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Tip

And that’s it! The project is now fully connected to the Cavrnus server, with copresence and shared properties that will be synchronized with other users accessing the same Space.

Info

It’s worth noting that if you have matching projects in Unity and Unreal where the objects/assets in the corresponding Heirarchy/Outliner match each other in name (case-sensitive), then running the applications in the same Space will synchronize with copresense!

OK, Let’s Add a Custom Avatar for Fun

Alright, the Cavrnus Spatial Connector comes with a default Avatar, but if you wanna be a bit fun you can Add a Custom Avatar. In this case we’ve already found a fun 3rd party Floating Orb Avatar. Like in the Developer Guide, we’ll start by just giving it a Sync Transform component, like we did the Chess Pieces.

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Then, in the Cavrnus Spatial Connector, we will set the Remote User Avatar to be this.

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And now we’re actually done!

Final Product

With the Sync Transform components added, the Avatars and Chess Pieces will move in a synchronized way for both users. This, combined with Voice and Video, will let you play a chess game with whomever else launches this scene!

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