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IK animation is not in sync with motion controllers

I have some simple IK stuff using the FABRIK and two bone IK nodes in animation, but I have a horrible problem I can’t find a solution to. When you move the controllers the animation wont keep up with the movement, the faster I move the larger the gap behind where the controller is and where the hand of the mesh is. I really need some help with this!

Please can someone at unreal help with this? Some other posts with the same question and no solution

https://answers.unrealengine.com/questions/515893/animation-blueprint-with-ik-has-latency-of-1-frame.html

https://answers.unrealengine.com/questions/440642/htc-vive-motion-controller-tracking-issues.html

https://answers.unrealengine.com/questions/306702/make-animation-update-after-camera.html

https://answers.unrealengine.com/questions/383372/actor-tick-called-twice-or-more-before-animation-t.html

The controllers have a late update positional change done just prior to rendering. The latency is because the controllers move again after the IK is actually run.

You can reposition the arms with the same late update but it would shift them totally instead of retargeting, I wouldn’t suggest running the IK in the late update as it may cause hitches.

I know the cause is because of low latency update only being used on the motion controllers, but I have no idea how to solve this without just disabling low latency altogether and then dealing with the controllers being out of sync with the real life controllers. I really wish the low latency update was better implemented :confused: are we just out of luck and have to have slow tracking in unreal engine?