@Morton-Beyond
Heres the offsets our users seem to find correct that we are using. These are for world scale at default 100, if you change the scale you need to linearly scale these with it and set them again in the VRIKbody component.
I resolved the body flipping issue some time ago, i would have to look through the code again to find what i did.
Theres no real need i found for replicating the fullbody state unless you really need the cpu time, even when i modified this to support vive full body tracking i just replicate the tracker relative transforms then do the rest on the client.
/* VR Controler hand offsets, found by users and trial and error */
static FTransform HandOffset_Index = FTransform(FRotator(5.0f, -15.0f, -10.0f).Quaternion(), FVector(-13.7f, -3.22f, -1.f), FVector(1, 1, 1));
static FTransform HandOffset_ViveWand = FTransform(FRotator(-3.37f, -50.f, -4.5f).Quaternion(), FVector(-15.7f, -1.78f, -6.f), FVector(1, 1, 1));
static FTransform HandOffset_OculusCV1 = FTransform(FRotator(2.5f, 7.5f, 10.5f).Quaternion(), FVector(-16.f, -3.f, -6.f), FVector(1, 1, 1));
static FTransform HandOffset_WMR = FTransform(FRotator(14.132f, -1.971f, 2.5f).Quaternion(), FVector(-0.7, .22f, -1.85f), FVector(1, 1, 1));