Hi everyone,
I’m running into a persistent issue with the official Vive OpenXR sample project in Unreal Engine 5.4 and I haven’t been able to resolve it after extensive debugging.
Setup
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UE 5.4
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Vive OpenXR Sample (clean download)
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OpenXR + Vive OpenXR plugins enabled
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SteamVR runtime (OpenXR SteamVR)
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Issue reproduces in a fresh project without modifications
Problem
On the first VR Preview run everything works correctly.
Hand interactions (pinch grab, etc.) behave as expected.
After stopping and running VR Preview again:
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Grabbing or pinching causes the entire world to appear stuck to HMD movement
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Scene becomes laggy for ~2–3 seconds
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Then everything snaps back to normal
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Repeats every time a new pinch/grab interaction begins
Log spam appears during this:
LogHMD: Warning: GetControllerOrientationAndPositionForTime called with motion source LeftPinchInteraction which is unknown. Cannot get pose.
LogHMD: Warning: GetControllerOrientationAndPositionForTime called with motion source RightAimInteraction which is unknown. Cannot get pose.
...
This affects:
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PinchInteraction
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AimInteraction
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GripInteraction
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PokeInteraction
Observations
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These motion sources are defined by the Vive sample and required for interaction
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Changing Motion Sources to standard (
Left,Right, etc.) removes warnings but breaks interaction completely -
Happens in clean project
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Happens consistently after first run
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Looks like pose queries fail during session reinitialization
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Vive plugin logs show tracked devices and action sets attaching successfully
What I’ve tried
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Verified OpenXR runtime
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Editor restarts
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Clean project
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Late update toggles
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Config overrides
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Input action review
No resolution.
Question
Has anyone encountered this interaction-motion-source mismatch or session reinit issue with Vive OpenXR in UE5.4?
Is this a known limitation of MotionControllerComponent with custom interaction sources, or a runtime/plugin lifecycle problem?
Any insight is appreciated.
Thanks!
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