Fix head tracking on remote clients: replicate Pawn instead of PlayerController

PlayerControllers have bOnlyRelevantToOwner=true, so NetConversatingPlayer
was always nullptr on remote clients. Added NetConversatingPawn (APawn*)
which IS replicated to all clients. OnRep_ConversationState now uses
NetConversatingPawn as the posture TargetActor, enabling head/eye
tracking on all clients.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
j.foucher 2026-03-02 15:16:48 +01:00
parent fc728454d0
commit c0c1b2cea4
2 changed files with 19 additions and 8 deletions

View File

@ -225,6 +225,7 @@ void UPS_AI_ConvAgent_ElevenLabsComponent::StartConversation()
APlayerController* PC = GetWorld()->GetFirstPlayerController();
bNetIsConversing = true;
NetConversatingPlayer = PC;
NetConversatingPawn = PC ? PC->GetPawn() : nullptr;
}
StartConversation_Internal();
}
@ -298,6 +299,7 @@ void UPS_AI_ConvAgent_ElevenLabsComponent::EndConversation()
// Reset replicated state so other players can talk to this NPC.
bNetIsConversing = false;
NetConversatingPlayer = nullptr;
NetConversatingPawn = nullptr;
}
else
{
@ -608,6 +610,7 @@ void UPS_AI_ConvAgent_ElevenLabsComponent::HandleDisconnected(int32 StatusCode,
{
bNetIsConversing = false;
NetConversatingPlayer = nullptr;
NetConversatingPawn = nullptr;
}
OnAgentDisconnected.Broadcast(StatusCode, Reason);
@ -1195,6 +1198,7 @@ void UPS_AI_ConvAgent_ElevenLabsComponent::GetLifetimeReplicatedProps(
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(UPS_AI_ConvAgent_ElevenLabsComponent, bNetIsConversing);
DOREPLIFETIME(UPS_AI_ConvAgent_ElevenLabsComponent, NetConversatingPlayer);
DOREPLIFETIME(UPS_AI_ConvAgent_ElevenLabsComponent, NetConversatingPawn);
DOREPLIFETIME(UPS_AI_ConvAgent_ElevenLabsComponent, CurrentEmotion);
DOREPLIFETIME(UPS_AI_ConvAgent_ElevenLabsComponent, CurrentEmotionIntensity);
}
@ -1210,14 +1214,14 @@ void UPS_AI_ConvAgent_ElevenLabsComponent::OnRep_ConversationState()
// on the local pawn, but remote clients never run that code path.
if (UPS_AI_ConvAgent_PostureComponent* Posture = Owner->FindComponentByClass<UPS_AI_ConvAgent_PostureComponent>())
{
if (bNetIsConversing && NetConversatingPlayer)
// Use NetConversatingPawn (replicated to ALL clients) instead of
// NetConversatingPlayer->GetPawn() — PlayerControllers are only
// replicated to their owning client (bOnlyRelevantToOwner=true).
if (bNetIsConversing && NetConversatingPawn)
{
if (APawn* PlayerPawn = NetConversatingPlayer->GetPawn())
{
Posture->TargetActor = PlayerPawn;
Posture->ResetBodyTarget();
Posture->bEnableBodyTracking = true;
}
Posture->TargetActor = NetConversatingPawn;
Posture->ResetBodyTarget();
Posture->bEnableBodyTracking = true;
}
else
{
@ -1271,6 +1275,7 @@ void UPS_AI_ConvAgent_ElevenLabsComponent::ServerRequestConversation_Implementat
bNetIsConversing = true;
NetConversatingPlayer = RequestingPlayer;
NetConversatingPawn = RequestingPlayer ? RequestingPlayer->GetPawn() : nullptr;
StartConversation_Internal();
}
@ -1289,6 +1294,7 @@ void UPS_AI_ConvAgent_ElevenLabsComponent::ServerReleaseConversation_Implementat
bNetIsConversing = false;
NetConversatingPlayer = nullptr;
NetConversatingPawn = nullptr;
}
void UPS_AI_ConvAgent_ElevenLabsComponent::ServerSendMicAudio_Implementation(

View File

@ -296,10 +296,15 @@ public:
bool bNetIsConversing = false;
/** The player controller currently in conversation with this NPC (null if free).
* Replicated so each client knows who is speaking (used for posture target, LOD). */
* Only valid on server and owning client (PlayerControllers are not replicated to other clients). */
UPROPERTY(ReplicatedUsing = OnRep_ConversationState, BlueprintReadOnly, Category = "PS AI ConvAgent|Network")
TObjectPtr<APlayerController> NetConversatingPlayer = nullptr;
/** The pawn of the conversating player. Replicated to ALL clients (unlike PlayerController).
* Used by remote clients for posture target (head/eye tracking) and LOD distance checks. */
UPROPERTY(ReplicatedUsing = OnRep_ConversationState, BlueprintReadOnly, Category = "PS AI ConvAgent|Network")
TObjectPtr<APawn> NetConversatingPawn = nullptr;
// ── Network LOD ──────────────────────────────────────────────────────────
/** Distance (cm) beyond which remote clients stop receiving agent audio entirely.