# HTC Motion Controller tracking issues

**URL:** <https://forums.unrealengine.com/t/htc-motion-controller-tracking-issues/361766>\
**Category:** XR Development\
**Tags:** Vive, Motion-Controller, unreal-engine, question, tracking\
**Created:** [June 23, 2016, 8:08am UTC](https://forums.unrealengine.com/t/htc-motion-controller-tracking-issues/361766 "2016-06-23T08:08:03Z")\
**Posts on this page:** 7\
**Page:** 1

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**Author:** ![greggus](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@greggus](https://forums.unrealengine.com/u/greggus)\
**Post date:** [June 23, 2016, 8:08am UTC](https://forums.unrealengine.com/t/htc-motion-controller-tracking-issues/361766/1 "2016-06-23T08:08:03Z")

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Hi,

The location of the controller is rendered correctly but when i am doing a simple line trace from the controller, the line trace seems to be “bouncy” (when you move the controller the line trace did not follow the controller correctly; it seems to move arround the controller).  
I can check “disable low latency update” and it is much better but i don’t think it is the right way to do it.

I tried to make a clean project with nothing else except the basic configuration of a VR project (using ue **4.12.3** ) (same as here : [https://docs.unrealengine.com/latest/INT/Platforms/SteamVR/QuickStart/2/index.html](https://docs.unrealengine.com/latest/INT/Platforms/SteamVR/QuickStart/2/index.html)).

Then in my VR\_Pawn i add this :

And here is the pawn components :

Perhaps i am missing something ? Any help would be really appreciated.

Best regards (and sorry for my english, it is not my native language)  
greg

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**Author:** ![anonymous\_user\_e729f54e](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_e729f54e](https://forums.unrealengine.com/u/anonymous_user_e729f54e)\
**Post date:** [June 23, 2016, 5:38pm UTC](https://forums.unrealengine.com/t/htc-motion-controller-tracking-issues/361766/2 "2016-06-23T17:38:45Z")

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Hello greggus,

I believe that “disable low latency update” would be the correct workflow for the issue that you are describing. Are you saying that there is still a high amount of latency?

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**Author:** ![greggus](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@greggus](https://forums.unrealengine.com/u/greggus)\
**Post date:** [June 23, 2016, 6:57pm UTC](https://forums.unrealengine.com/t/htc-motion-controller-tracking-issues/361766/3 "2016-06-23T18:57:12Z")

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Hello,

In a blank project i didn’t notice latency if i tick “Disable Low Latency Update” but i thought we must not disable it since it causes the controller to lag behind our movements.

I found a video that describes the problem : [- YouTube](https://www.youtube.com/watch?v=PL8ptJ3R7Wc)  
@ 10s we can see the blue laser movement that move arround the controller

If i move the controller very fast it is easier to see.

I make a simple project if needed : [https://drive.google.com/folderview?id=0BzG3xmhxj\_zQQ3haOFlIb2pIcW8&usp=sharing](https://drive.google.com/folderview?id=0BzG3xmhxj_zQQ3haOFlIb2pIcW8&usp=sharing)

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**Author:** ![greggus](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@greggus](https://forums.unrealengine.com/u/greggus)\
**Post date:** [June 27, 2016, 1:31pm UTC](https://forums.unrealengine.com/t/htc-motion-controller-tracking-issues/361766/4 "2016-06-27T13:31:34Z")

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I just tried the VR editor and the line coming from the controller do not have this problem.

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**Author:** ![anonymous\_user\_e729f54e](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_e729f54e](https://forums.unrealengine.com/u/anonymous_user_e729f54e)\
**Post date:** [June 29, 2016, 7:51pm UTC](https://forums.unrealengine.com/t/htc-motion-controller-tracking-issues/361766/5 "2016-06-29T19:51:05Z")

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I was able to reproduce this issue on our end using the project provided. I have written up a report ( UE-32642) and I have submitted it to the developers for further consideration. I will provide updates with any pertinent information as it becomes available. Thank you for your time and information.

Make it a great day

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**Author:** ![Anonymous\_11c93592322563a0c5e7b919c465570b](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Anonymous\_11c93592322563a0c5e7b919c465570b](https://forums.unrealengine.com/u/Anonymous_11c93592322563a0c5e7b919c465570b)\
**Post date:** [September 13, 2018, 1:05pm UTC](https://forums.unrealengine.com/t/htc-motion-controller-tracking-issues/361766/6 "2018-09-13T13:05:28Z")

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How is the progress now, we also encounter such a problem, the tail of the knife has a sense of lag.

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**Author:** ![Orion\_78](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Orion\_78](https://forums.unrealengine.com/u/Orion_78)\
**Post date:** [September 16, 2019, 1:44pm UTC](https://forums.unrealengine.com/t/htc-motion-controller-tracking-issues/361766/7 "2019-09-16T13:44:30Z")

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How is it going ? I double check and no latence over Oculus. How is this possible that it still doesn’t work over since 2016 ?

I experiment lag with body animation.  
Thanks for any help
