I am working on a VR space sim and trying to incorporate motions controllers (specifically SteamVR Index controllers). Everything seems to be working well when my ship is at zero velocity, but if I am moving, the hands start to jump around and update their transforms weirdly proportional to the magnitude of my speed. This is all single player and currently running from the editor. Its as if their transforms are being updated late and then trying to blend with the ships new position? The effect is that if I am not moving my hands, the VR hands can be jumping around in random directions by ‘feet’ at a time. If I rotate a hand, that hand will jump of in a much larger arc before returning to shake around my actual hand position.
The ship is a player pawn with a static mesh attached, which I use for physics base movement. Attached to the static mesh, in the tree, I have a VROrigin that I attach the VR camera to. In the ships Begin Play event, I spawn the SteamVR Input controller blueprint actors, and attach them to VROrigin using ‘AttachToComponent’ (this was copied from the SteamVR examples).
Does anyone know why this might be happening, or even better, a way to fix it? Thank you!