# Why does hands on steering wheel lag behind?

**URL:** <https://forums.unrealengine.com/t/why-does-hands-on-steering-wheel-lag-behind/482307>\
**Category:** Cinematics & Media\
**Tags:** lag, vehicle, unreal-engine, question\
**Created:** [April 22, 2021, 9:53am UTC](https://forums.unrealengine.com/t/why-does-hands-on-steering-wheel-lag-behind/482307 "2021-04-22T09:53:54Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![BOB.cat](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BOB.cat](https://forums.unrealengine.com/u/BOB.cat)\
**Post date:** [April 22, 2021, 9:53am UTC](https://forums.unrealengine.com/t/why-does-hands-on-steering-wheel-lag-behind/482307/1 "2021-04-22T09:53:54Z")

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Some information first:  
I made a driveable vehicle by following the [Vehicle User Guide](https://docs.unrealengine.com/en-US/InteractiveExperiences/Vehicles/VehicleUserGuide/index.html), attached a skeletal mesh actor BP to the vehicle as its driver. Then I set up the driver’s animBP using two bone IK nodes for hands to stay on the steering wheel. When I possessed the vehicle, hands were lagging behind. I solved it by changing the driverBP’s tick group to Post Update Work.

The problem:  
I used sequence recorder to record the vehicle (not the attached driver). Recording was successful. I disabled the vehichle’s physics simulation and then I attached a spawnable driverBP to the vehicleBP which is an actor in the sequencer now. But the hands’ lagging problem returned.  
So, when I drive the vehicle live, it works. But in sequencer, it doesn’t. Any idea how to solve this problem?

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**Author:** ![MadEyeMoody](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/madeyemoody/32/952294_2.png) [@MadEyeMoody](https://forums.unrealengine.com/u/MadEyeMoody)\
**Post date:** [July 14, 2024, 5:51am UTC](https://forums.unrealengine.com/t/why-does-hands-on-steering-wheel-lag-behind/482307/2 "2024-07-14T05:51:43Z")

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Thank you so much for sharing this!
