Maybe this happens because of the actor-hierarchy, so that any small movement of the parent-pawn would always also move the child-motion-controller.
I could fix this in one case by detaching the controllers from the VR-root since they do not need to be attached.
Another solution could be IMHO to override the following function in your child-actor, so that it would not use the parent-movement replication-implementation:
virtual void GatherCurrentMovement() override;
Would be interesting to know if there is an easier way to do this…
It probably has to do with two different movement-systems which are not working well together?
( i.e. UCharacterMovementComponent-replication and MotionController-actor-replication )