Hey there,
we decided to implement this plugin for the vr networking in our already working project. We use the distance between the MotionControllers to set the WorldToMetersScale to scale us up and down. After implementing this plugin we have strange behaviour on this. When the controllers are close together (10cm) it works as it was previously. When the controllers are further away (~60cm) the controllers start to jitter horribly and the scaling goes back and forth what causes the jitter to accumulate into a complete mess. Moving the controllers close together causes the jitter to stop. When the scaling is initialized with the controllers far apart (>60cm) the jitter starts immediately, even when the controller are not moved.
So whatever state of scaling we are in: Controllers far apart = horrible jitter, close together = everything normal.
The MotionControllerComponent is within the PlayerCharacter. Everything attached to the Component is in its own blueprint (like the controller mesh).
Another very interesting part: Just adding a SkeletalMeshComponent as child to the GripMotionControllerComponent within the PlayerCharacter prevents the jitter, for what ever reason (it has to be a SkeletalMesh!). It even is enough to add just one SkeletalMesh to one GripMotionController to prevent the jitter on both controllers.
So it looks like it has something to do with the childs of the GripMotionControllers. I had a look in the code and found UGripMotionControllerComponent::FGripViewExtension::GatherLateUpdatePrimitives which gathers the whole child hirarchy of the GripMotionControllers and adds those to the LateUpdate stuff when a child component is a PrimitiveComponent. I put in a breakpoint at the beginning of the function, but it never fired. So the function seems not to be called at all what makes it even more strange.
What is this late update stuff? I came across it now multiple times, but could not find an direct explanation. In terms of Unity engine this seems to be a tick(?) that comes up last within the engine loop, just before rendering. In terms of Unreal this seems to be the TickGroup. Some more explanation about this would be nice.
Edit: Engine Version 4.16