I noticed that you were experiencing some panning when in VR. This may be due to Use pawn control rotation being checked to true. Could you try going into your camera and making sure that this is turned off. I have a few questions concerning the issue with the controller that will help narrow down what issue it is that you are experiencing.
Quick questions:
Can you reproduce this issue in clean project?
If so, could you provide a detailed list of steps to reproduce this issue in a clean project?
Could you provide screen shots of any blueprints that may be involved with this issue?
I was able to reproduce this issue on our end. I have written up a report ( UE-30534) and I have submitted to the developers for further consideration. I will provide updates with any pertinent information as it become available. As for the controller issue, would it be possible for you to provide a sample project that reproduces this issue so that I could take a closer look?
Some of that is expected: if you attach a laser mesh as a component to the controller with low latency update on it should be fine, if you do anything to make an object or debug primitive programatically follow it through position updates in blueprints or C++, it won’t, because you aren’t working with the low latency late-updated coordinates. Are you actually attaching the laser (I didn’t see it in the component tree view when you went to blueprints in the video, and you mentioned a line trace, so I’m assuming that’s what you are doing)?
The chaperone bounds thing looks bad though; can you try turning off interleaved reprojection and see if you still see it? I saw it with one update in a 4.11 preview really bad, but haven’t seen it as bad lately.
We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.
It seems to me this is not fixed. I have seen this since I started developing with the and always considered it my fault. But whatever I do, I cannot stop the chaperone from floating around and the resulting tracking inconsistencies seem increase over time, rendering the tracked objects (such as Motion Controllers) almost unusable.
Is there a fix for this or a suggestion as to what I can try?
Use pawn control rotation on/off seems to have no effect on this.
Hello Rudy, thanks for your response. Sadly I could not provide a clean standalone test due to lack of time. We have the issue under control though. See my comment to ReaperGrim94
Try attaching your motion controllers and camera component to an unmoving origin scene component.
I don’t know if this has been fixed as I still see my chaperone floating but it doesn’t seem to be affecting the tracking itself when set up correctly.
I have provided a link to the public tracker. Please feel free to use the link provided for future updates. However, I am seeing that the issue reported here was resolved in 4.13. Could you provided a set of steps to reproduce this issue in a clean project in the latest version of the engine?