Project Setup
Last updated
Last updated
Create a new actor class which derives from M2M_RemoteViewerMasterActor
Configure roles for your master and visualizer actors and enter the names of the roles in the corresponding settings
While this may not be the case for your project, typically the master actor has no visual representation and can be spawned as a a simple observer (eg, the render target defined by PawnLodLevelSet
is SpectatorPawn
or similar)
The visualizer actor's role should use a PawnLodLevelSet
with your desired render target. (the render target determines which class is spawned as the visual representation of your visualizers!). Please read the networking section first for a base understanding of Morpheus actors and render targets
Alongside the visualizer render target actor discussed above, this is the class that will be spawned for each user that is watching your experience from the web portal so should be configured as you see fit for your project.
Create a new Morpheus actor class which inherits from M2M_RemoteViewerVisualizer
Create a new Morpheus component which inherits from M2M_RemoteViewerControlComponent
and add it to the actor you created in step 1. See BPMC_RemoteViewerVisualizerControlComponent
for an example of how emotes can be handled through Event Perform Action
Open the World Settings page for your current map
Choose your master and visualizer actor class in the corresponding settings boxes
In order for Remote Viewer actors to be spawned in the correct place in your world you first need to configure this in your level.
Select the "Create Content" shortcut in the main toolbar of your Unreal Editor, select "Volumes" and add one or more J_PlayerStartVolume
s to your map, encompassing the areas that you would like remote viewers to be spawned within.
If not already in the level, place a BPM_SpawnControls
actor and setup the Spawn Areas
array with your newly created volumes