Base character is just a proxy between the two different characters so that I can reduce code duplication (climbing and special flags that both need), it isn’t a fully functional VR character in itself…
Also TickGrip only does things when there are gripped objects, having no gripped objects it early’s out of the loops and only does two transform Gets. If you are making a child of the original controllers you will also want to be totally sure that you aren’t calling Super::TickComponent or you will start getting weird issues.
Edit I’ll note that while looking into the world scale thing today I didn’t find any issue with that hitch on 4.18, however I did find that Epics new late update system screws over the motion controllers location if the world scale is not 100.0f.