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>
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@ -225,6 +225,7 @@ void UPS_AI_ConvAgent_ElevenLabsComponent::StartConversation()
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APlayerController* PC = GetWorld()->GetFirstPlayerController();
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APlayerController* PC = GetWorld()->GetFirstPlayerController();
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bNetIsConversing = true;
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bNetIsConversing = true;
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NetConversatingPlayer = PC;
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NetConversatingPlayer = PC;
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NetConversatingPawn = PC ? PC->GetPawn() : nullptr;
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}
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}
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StartConversation_Internal();
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StartConversation_Internal();
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}
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}
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@ -298,6 +299,7 @@ void UPS_AI_ConvAgent_ElevenLabsComponent::EndConversation()
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// Reset replicated state so other players can talk to this NPC.
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// Reset replicated state so other players can talk to this NPC.
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bNetIsConversing = false;
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bNetIsConversing = false;
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NetConversatingPlayer = nullptr;
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NetConversatingPlayer = nullptr;
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NetConversatingPawn = nullptr;
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}
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}
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else
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else
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{
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{
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@ -608,6 +610,7 @@ void UPS_AI_ConvAgent_ElevenLabsComponent::HandleDisconnected(int32 StatusCode,
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{
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{
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bNetIsConversing = false;
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bNetIsConversing = false;
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NetConversatingPlayer = nullptr;
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NetConversatingPlayer = nullptr;
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NetConversatingPawn = nullptr;
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}
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}
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OnAgentDisconnected.Broadcast(StatusCode, Reason);
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OnAgentDisconnected.Broadcast(StatusCode, Reason);
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@ -1195,6 +1198,7 @@ void UPS_AI_ConvAgent_ElevenLabsComponent::GetLifetimeReplicatedProps(
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(UPS_AI_ConvAgent_ElevenLabsComponent, bNetIsConversing);
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DOREPLIFETIME(UPS_AI_ConvAgent_ElevenLabsComponent, bNetIsConversing);
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DOREPLIFETIME(UPS_AI_ConvAgent_ElevenLabsComponent, NetConversatingPlayer);
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DOREPLIFETIME(UPS_AI_ConvAgent_ElevenLabsComponent, NetConversatingPlayer);
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DOREPLIFETIME(UPS_AI_ConvAgent_ElevenLabsComponent, NetConversatingPawn);
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DOREPLIFETIME(UPS_AI_ConvAgent_ElevenLabsComponent, CurrentEmotion);
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DOREPLIFETIME(UPS_AI_ConvAgent_ElevenLabsComponent, CurrentEmotion);
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DOREPLIFETIME(UPS_AI_ConvAgent_ElevenLabsComponent, CurrentEmotionIntensity);
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DOREPLIFETIME(UPS_AI_ConvAgent_ElevenLabsComponent, CurrentEmotionIntensity);
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}
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}
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@ -1210,14 +1214,14 @@ void UPS_AI_ConvAgent_ElevenLabsComponent::OnRep_ConversationState()
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// on the local pawn, but remote clients never run that code path.
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// on the local pawn, but remote clients never run that code path.
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if (UPS_AI_ConvAgent_PostureComponent* Posture = Owner->FindComponentByClass<UPS_AI_ConvAgent_PostureComponent>())
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if (UPS_AI_ConvAgent_PostureComponent* Posture = Owner->FindComponentByClass<UPS_AI_ConvAgent_PostureComponent>())
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{
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{
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if (bNetIsConversing && NetConversatingPlayer)
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// Use NetConversatingPawn (replicated to ALL clients) instead of
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// NetConversatingPlayer->GetPawn() — PlayerControllers are only
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// replicated to their owning client (bOnlyRelevantToOwner=true).
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if (bNetIsConversing && NetConversatingPawn)
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{
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{
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if (APawn* PlayerPawn = NetConversatingPlayer->GetPawn())
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Posture->TargetActor = NetConversatingPawn;
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{
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Posture->ResetBodyTarget();
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Posture->TargetActor = PlayerPawn;
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Posture->bEnableBodyTracking = true;
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Posture->ResetBodyTarget();
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Posture->bEnableBodyTracking = true;
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}
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}
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}
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else
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else
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{
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{
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@ -1271,6 +1275,7 @@ void UPS_AI_ConvAgent_ElevenLabsComponent::ServerRequestConversation_Implementat
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bNetIsConversing = true;
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bNetIsConversing = true;
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NetConversatingPlayer = RequestingPlayer;
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NetConversatingPlayer = RequestingPlayer;
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NetConversatingPawn = RequestingPlayer ? RequestingPlayer->GetPawn() : nullptr;
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StartConversation_Internal();
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StartConversation_Internal();
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}
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}
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@ -1289,6 +1294,7 @@ void UPS_AI_ConvAgent_ElevenLabsComponent::ServerReleaseConversation_Implementat
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bNetIsConversing = false;
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bNetIsConversing = false;
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NetConversatingPlayer = nullptr;
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NetConversatingPlayer = nullptr;
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NetConversatingPawn = nullptr;
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}
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}
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void UPS_AI_ConvAgent_ElevenLabsComponent::ServerSendMicAudio_Implementation(
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void UPS_AI_ConvAgent_ElevenLabsComponent::ServerSendMicAudio_Implementation(
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@ -296,10 +296,15 @@ public:
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bool bNetIsConversing = false;
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bool bNetIsConversing = false;
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/** The player controller currently in conversation with this NPC (null if free).
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/** The player controller currently in conversation with this NPC (null if free).
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* Replicated so each client knows who is speaking (used for posture target, LOD). */
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* Only valid on server and owning client (PlayerControllers are not replicated to other clients). */
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UPROPERTY(ReplicatedUsing = OnRep_ConversationState, BlueprintReadOnly, Category = "PS AI ConvAgent|Network")
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UPROPERTY(ReplicatedUsing = OnRep_ConversationState, BlueprintReadOnly, Category = "PS AI ConvAgent|Network")
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TObjectPtr<APlayerController> NetConversatingPlayer = nullptr;
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TObjectPtr<APlayerController> NetConversatingPlayer = nullptr;
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/** The pawn of the conversating player. Replicated to ALL clients (unlike PlayerController).
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* Used by remote clients for posture target (head/eye tracking) and LOD distance checks. */
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UPROPERTY(ReplicatedUsing = OnRep_ConversationState, BlueprintReadOnly, Category = "PS AI ConvAgent|Network")
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TObjectPtr<APawn> NetConversatingPawn = nullptr;
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// ── Network LOD ──────────────────────────────────────────────────────────
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// ── Network LOD ──────────────────────────────────────────────────────────
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/** Distance (cm) beyond which remote clients stop receiving agent audio entirely.
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/** Distance (cm) beyond which remote clients stop receiving agent audio entirely.
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