So I’ve been running into trouble with the “Low Latency Update” functionality of the motion controllers in VR. Obviously I want my controllers to have low latency updates because there is a very noticeable controller lag introduced without it (this is especially unacceptable when asking players to do anything with precision, like aim a gun). However, as the Low Latency Update option states “render transforms within the motion controller hierarchy will be updated a second time immediately before rendering” and this seems to cause a couple significant problems when using this feature.
Firstly, I’ve been trying to add a laser sight to my gun and no matter what I do, any sort of beam-based particle system lags behind the gun it is attached to. Secondly, it seems like it is impossible (at least for me) to update the IK of a character’s hands to the motion controller’s positions without this same lag being introduced. Because the skeletal mesh is not a child component of the motion controllers it will not be updated with low latency (like when you attach a static mesh as a child component to the controller). To me it wouldn’t make sense to try and hack around this by having the character’s skeletal mesh be a child of the motion controller, and I see no other way of getting it to update with low latency. I have already tried changing the actor tick group to try and capture the low latency position to no avail. Is there any way to grab this second (low latency) update position or update other components at low latency?
P.S. Low latency updating for controllers seems to have a poorly thought out execution and is a hassle to work with. Epic, can we please get some major quality-of-life changes to VR features like this?
Thanks for the help!