We have set up a VR pawn that is using the motioncontroller component for hand tracking.
When we run the pawn in a level by itself the tracking is relatively smooth, however, as soon as we join a multiplayer match the tracking becomes much more staggered and delayed.
Currently this is without any replication happening (The server versions of the hands are not moving) as we simply wanted to test the local tracking of the controllers.
Is there a reason why the tracking of the motioncontrollers would become more laggy locally just because the client has joined a multiplayer match?
We are using 4.22 and Oculus Quest