# 4.21 - 4.22 Motion Controllers stopped responding

**URL:** <https://forums.unrealengine.com/t/4-21-4-22-motion-controllers-stopped-responding/446581>\
**Category:** Character & Animation\
**Tags:** UE4-22, unreal-engine, bug-report, CPP, question\
**Created:** [April 4, 2019, 11:05am UTC](https://forums.unrealengine.com/t/4-21-4-22-motion-controllers-stopped-responding/446581 "2019-04-04T11:05:56Z")\
**Posts on this page:** 20\
**Page:** 1

<div class="post-metadata">

**Author:** ![BlackHatBrian](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BlackHatBrian](https://forums.unrealengine.com/u/BlackHatBrian)\
**Post date:** [April 4, 2019, 11:05am UTC](https://forums.unrealengine.com/t/4-21-4-22-motion-controllers-stopped-responding/446581/1 "2019-04-04T11:05:56Z")

</div>

I have a very basic project where I am using C++ to generate motion controllers. If I open the project where it was created in 4.21 the hand controllers track just fine and show the mesh moving with my hand controllers. As soon as I migrate to 4.22, the meshes are located on the ground at (0,0,0) essentially and do not move at all with the controllers anymore. Is there a new way to setup motion controllers that I am missing??

`MotionController = CreateDefaultSubobject("MotionController"); SetRootComponent(MotionController);`

And then in my character class I set these motion controllers as components on a Root component of the character:

`LeftHandController = GetWorld()->SpawnActor(LeftHandControllerClass); LeftHandController->AttachToComponent(VRRoot, FAttachmentTransformRules::KeepRelativeTransform);`

This simple setup can be found on tutorials all over the web and it worked fine in 4.21. What has changed???

---

<div class="post-metadata">

**Author:** ![AUGHH](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@AUGHH](https://forums.unrealengine.com/u/AUGHH)\
**Post date:** [April 4, 2019, 12:53pm UTC](https://forums.unrealengine.com/t/4-21-4-22-motion-controllers-stopped-responding/446581/2 "2019-04-04T12:53:34Z")

</div>

i had a problem with the new version too…  
my right trigger wasn’t working anymore on my xb1 controller,  
i switched back on 4.21 and it works again

---

<div class="post-metadata">

**Author:** ![BlackHatBrian](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BlackHatBrian](https://forums.unrealengine.com/u/BlackHatBrian)\
**Post date:** [April 4, 2019, 2:32pm UTC](https://forums.unrealengine.com/t/4-21-4-22-motion-controllers-stopped-responding/446581/3 "2019-04-04T14:32:57Z")

</div>

I don’t understand how simple things like this break so easily? Do I need to just wait for 4.22.1+? I have wasted too much time trying to get this working where I could just go back to 4.21 and continue working, but I really want to try out the new features in 4.22.

---

<div class="post-metadata">

**Author:** ![ElNeneDrow](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ElNeneDrow](https://forums.unrealengine.com/u/ElNeneDrow)\
**Post date:** [April 4, 2019, 8:02pm UTC](https://forums.unrealengine.com/t/4-21-4-22-motion-controllers-stopped-responding/446581/4 "2019-04-04T20:02:29Z")

</div>

Same issue here. VR Controllers just stopped working since moving to 4.22 from 4.21.2 today. Hope someone can help us out soon.

---

<div class="post-metadata">

**Author:** ![metagrafox](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/metagrafox/32/980589_2.png) [@metagrafox](https://forums.unrealengine.com/u/metagrafox)\
**Post date:** [April 5, 2019, 8:25pm UTC](https://forums.unrealengine.com/t/4-21-4-22-motion-controllers-stopped-responding/446581/5 "2019-04-05T20:25:57Z")

</div>

We are also having issues with using Tracking Pucks, Special\_1 does not work. But Left and Right / AnyHand does work. (4.22)

---

<div class="post-metadata">

**Author:** ![Pinworm](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Pinworm](https://forums.unrealengine.com/u/Pinworm)\
**Post date:** [April 6, 2019, 10:19am UTC](https://forums.unrealengine.com/t/4-21-4-22-motion-controllers-stopped-responding/446581/6 "2019-04-06T10:19:57Z")

</div>

Having this issue too, migrate simple blueprint from one project to another, and the motion controllers stop working. Hands just float in the air.

---

<div class="post-metadata">

**Author:** ![Devero](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Devero](https://forums.unrealengine.com/u/Devero)\
**Post date:** [April 9, 2019, 2:43am UTC](https://forums.unrealengine.com/t/4-21-4-22-motion-controllers-stopped-responding/446581/7 "2019-04-09T02:43:15Z")

</div>

I had the same problem with 4.22, you need to Set Owner when you spawn the motion controller to the controlling pawn

---

<div class="post-metadata">

**Author:** ![BlackHatBrian](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BlackHatBrian](https://forums.unrealengine.com/u/BlackHatBrian)\
**Post date:** [April 11, 2019, 1:05am UTC](https://forums.unrealengine.com/t/4-21-4-22-motion-controllers-stopped-responding/446581/8 "2019-04-11T01:05:56Z")

</div>

Unfortunately this does not solve the issue. I tried right after spawning the controller and attaching it to the root component, using what you said and setting that controller’s Parent to `this` which happens to be the Character, but then the controls not only don’t move but don’t respond to input anymore.

---

<div class="post-metadata">

**Author:** ![Katianie](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Katianie](https://forums.unrealengine.com/u/Katianie)\
**Post date:** [April 11, 2019, 1:26pm UTC](https://forums.unrealengine.com/t/4-21-4-22-motion-controllers-stopped-responding/446581/9 "2019-04-11T13:26:47Z")

</div>

I’m having the same exact issue 😕

---

<div class="post-metadata">

**Author:** ![Katianie](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Katianie](https://forums.unrealengine.com/u/Katianie)\
**Post date:** [April 13, 2019, 10:54pm UTC](https://forums.unrealengine.com/t/4-21-4-22-motion-controllers-stopped-responding/446581/10 "2019-04-13T22:54:14Z")

</div>

How are you able to set owner for a UMotionControllerComponent since it is not an Actor?

---

<div class="post-metadata">

**Author:** ![Katianie](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Katianie](https://forums.unrealengine.com/u/Katianie)\
**Post date:** [April 14, 2019, 7:34pm UTC](https://forums.unrealengine.com/t/4-21-4-22-motion-controllers-stopped-responding/446581/11 "2019-04-14T19:34:19Z")

</div>

I ended up reverting back to 4.21 and its working again. I guess I’ll wait to update until there is a clear solution for this.

---

<div class="post-metadata">

**Author:** ![ElNeneDrow](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ElNeneDrow](https://forums.unrealengine.com/u/ElNeneDrow)\
**Post date:** [April 15, 2019, 5:34am UTC](https://forums.unrealengine.com/t/4-21-4-22-motion-controllers-stopped-responding/446581/12 "2019-04-15T05:34:47Z")

</div>

Same here honestly. Its not worth the extra headache. I reverted the same day and just kept working. Hope they patch it or find a workaround soon.

---

<div class="post-metadata">

**Author:** ![ladyplaisir](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ladyplaisir](https://forums.unrealengine.com/u/ladyplaisir)\
**Post date:** [April 16, 2019, 2:41am UTC](https://forums.unrealengine.com/t/4-21-4-22-motion-controllers-stopped-responding/446581/13 "2019-04-16T02:41:33Z")

</div>

was same problem. It really helped me to set **the owner** (not parent) of the spawning controller. I don’t know how to do it in C++ but in Blueprint it looks like this

 ![274299-screenshot-517.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/e/e/ceee636b14a108c3167f3ca19d8106d2a4bf8a85.png)

---

<div class="post-metadata">

**Author:** ![TagoWill](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@TagoWill](https://forums.unrealengine.com/u/TagoWill)\
**Post date:** [April 16, 2019, 1:26pm UTC](https://forums.unrealengine.com/t/4-21-4-22-motion-controllers-stopped-responding/446581/14 "2019-04-16T13:26:18Z")

</div>

Same here. Mine even crashes the engine, not being able to even use the motion controllers altogether. This happens every time I touch the trigger button. (after migrating from 4.21 to 4.22)

---

<div class="post-metadata">

**Author:** ![BlackHatBrian](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BlackHatBrian](https://forums.unrealengine.com/u/BlackHatBrian)\
**Post date:** [April 16, 2019, 10:58pm UTC](https://forums.unrealengine.com/t/4-21-4-22-motion-controllers-stopped-responding/446581/15 "2019-04-16T22:58:04Z")

</div>

My C++ code mimics this exactly. I call SetOwner on the spawned Actor that contains the motion controller and set it to the Character class and nothing works.

---

<div class="post-metadata">

**Author:** ![IndieGameCove](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@IndieGameCove](https://forums.unrealengine.com/u/IndieGameCove)\
**Post date:** [April 17, 2019, 2:36am UTC](https://forums.unrealengine.com/t/4-21-4-22-motion-controllers-stopped-responding/446581/16 "2019-04-17T02:36:56Z")

</div>

I suppose you look at the 4.22 vr template project and see if there are any new includes or other changes with the motioncontroller pawn.

---

<div class="post-metadata">

**Author:** ![iliator](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@iliator](https://forums.unrealengine.com/u/iliator)\
**Post date:** [April 23, 2019, 10:03am UTC](https://forums.unrealengine.com/t/4-21-4-22-motion-controllers-stopped-responding/446581/17 "2019-04-23T10:03:08Z")

</div>

I was having the same problem (however, I was not using C++, only blueprint) and this actually fixed it for me. Thanks!

---

<div class="post-metadata">

**Author:** ![User-970075953](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@User-970075953](https://forums.unrealengine.com/u/User-970075953)\
**Post date:** [May 13, 2019, 6:30pm UTC](https://forums.unrealengine.com/t/4-21-4-22-motion-controllers-stopped-responding/446581/18 "2019-05-13T18:30:04Z")

</div>

It is possible to fix this if you are using a source code engine. It’s pretty much just a revert of the 4.22 changes back to 4.21.

In  
Source\Runtime\HeadMountedDisplay\Private\MotionControllerComponent.cpp

change this:

```
bool UMotionControllerComponent::PollControllerState(FVector& Position, FRotator& Orientation, float WorldToMetersScale)
{
	if (IsInGameThread())
	{
		// Cache state from the game thread for use on the render thread
		const AActor* MyOwner = GetOwner();
		bHasAuthority = MyOwner->HasLocalNetOwner();
	}

```

to this:

```
   bool UMotionControllerComponent::PollControllerState(FVector& Position, FRotator& Orientation, float WorldToMetersScale)
    {
    	if (IsInGameThread())
    	{
    		// Cache state from the game thread for use on the render thread
    		const AActor* MyOwner = GetOwner();
    		const APawn* MyPawn = Cast<APawn>(MyOwner);
    		bHasAuthority = MyPawn ? MyPawn->IsLocallyControlled() : (MyOwner->Role == ENetRole::ROLE_Authority);
    
    	}

```

Which is just a rollback to 4.21. No idea if it has a knock on effect, probably a risk for a networked game.

---

<div class="post-metadata">

**Author:** ![BlackHatBrian](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BlackHatBrian](https://forums.unrealengine.com/u/BlackHatBrian)\
**Post date:** [May 15, 2019, 2:56pm UTC](https://forums.unrealengine.com/t/4-21-4-22-motion-controllers-stopped-responding/446581/19 "2019-05-15T14:56:55Z")

</div>

Thanks for posting this. I guess this would work for people who want to work in 4.22 still, but I will just remain in 4.21 and continue working until they post a fix.

---

<div class="post-metadata">

**Author:** ![BlackHatBrian](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BlackHatBrian](https://forums.unrealengine.com/u/BlackHatBrian)\
**Post date:** [May 15, 2019, 2:58pm UTC](https://forums.unrealengine.com/t/4-21-4-22-motion-controllers-stopped-responding/446581/20 "2019-05-15T14:58:22Z")

</div>

After contacting Epic directly and creating a new sample project for them, they responded with a known bug ticket/issue here: [Unreal Engine Issues and Bug Tracker (UE-72941)](https://issues.unrealengine.com/issue/UE-72941)

Everyone be sure to upvote that bug ticket so this gets resolved quicker please! I’m marking this as the answer since that link should tell us when this is resolved.

[Next page](https://forums.unrealengine.com/t/4-21-4-22-motion-controllers-stopped-responding/446581.md?page=2)
