"World to meters" parameter problem

So this issue has been solved now! The problem can be solved as follow:

Go into the cpp file in getnamos plugin called LeapInterfaceUtility.cpp and scroll down to the function called “convertAndScaleLeapToUE”.
In this function you have to add the following:

float w2m = GWorld->GetWorldSettings()->AWorldSettings::WorldToMeters / 100.0f;
FVector vect = FVector(-leapVector.z * LEAP_TO_UE_SCALE * w2m, leapVector.x * LEAP_TO_UE_SCALE * w2m, leapVector.y * LEAP_TO_UE_SCALE * w2m);

This will make the leap hands take w2m into account and the jittering/delayed movement issue I experienced was removed. However the size of the hands does not get scaled which means you must do it manually.
To scale the hands manually I did the following:

  1. export the “hands_lo” blueprint located in “LeapMotion Content/character/echo” as fbx file.
  2. import the fbx file into blender and scale the skeleton with w2m (worldtometers/100).
  3. then apply the scale and location of the skeleton and also apply for the mesh
  4. select both of the skeleton and mesh and then export as .fbx , choose FBX 7.6 binary, check selected objects, check only armat, mesh and other (no idea if this stuff matters)
  5. import the new fbx file to ue4 and make sure import as skeletal and import mesh is checked. Also make sure Use TOAs Ref Pose is checked (i got a strange orientation error when i didnt check it).
  6. At last just delete the old hands_lo and its skeleton blueprint and force replace them with your new modified blueprints!