The workaround I’m using right now fixes it visually and works without the lag/latency of disabling low-latency on the motion controller options.
-
Create an empty scene component (not parented to the controller) that is the parent of what you actually want attached the motion controller (ie, a hand or weapon).
-
On event-tick in blueprints, set the relative location and rotation of the scene component to the FInteropolate from the scene component’s existing location/rotation to the motion controller’s new location/rotation. Use the delta time from event tick and 90 for the interpolation speed.