Why could I see two pairs of HTC Vive Motion Controllers in VR preview?

Hello, I’m working on VR mode and I create a pawn with a camera and a pair of motion controllers.When I get into the VR Preview, I find that I could see TWO pairs of Motion Controllers in the game world alt textand the controllers’ movements are synchronized.
How to solve this problem? Thank you!

Can you post a picture of how it looks ingame?

OK,Here is the Picture.You can see two pairs of Vive MotionControllers in the Game,1 pair of them will move with the camera and the other will stay in a place.

Here is my VR Pawn BP Setting.

Your default Pawn Class in your game mode will instantiate a new VRBP_Pawn when u click ‘Play’, even if u already placed one in the editor. You can set the default pawn class to ‘None’ if u placed your pawn manually in the editor, or you can set your default pawn like you did, but not placing any pawn in the editor (You control the start position with ur StartPlayer instance)

Thank you for your reply.
First , I set my default pawn class to ‘None’ in my VR_GameMode,compile and set the world settings. I manually place my VR_PAWN in the world,but when I click ‘Play’, I could see only 1 pair of vive motion controllers far away from my view position(player_stater’s position).Further more, my teleport function couldn’t work,I could see the trace line and teleport location but can’t teleport my view(camera) to there.
Then,I don’t place pawn in the editor,the situation is similar to the First situation.
Finally,When I return to the my old situation, the problem shows again,and now my teleport script couldn’t work?
How could I do? Where did I go wrong? Is it a bug?
Looking forward to your reply.

Oh i miss understand your post, now i think i know the problem may be. Check your motion controllers hierarchy and architecture. First your CameraRoot must be a scene root (donno if u already have but just for be sure) as the following documentation suggest: https://docs.unrealengine.com/latest/INT/Platforms/SteamVR/QuickStart/2/

Then and finally the motions controllers must be childs of the Scene or CameraRoot in your case, and UE4 and the SteamVR plugin take care of the movements and rotations of the Vive Controllers relative to the HMD (handling the camera).
Take a look of my pawn, ignore the Capsule and other stuff ( i put the teleport stuff from the VRContentExamples )
In fact, i replaced the DefaultSceneRoot by Scene:

100545-29-07-2016+01-43-05+p.m..png

Than you for your reply.
Your ideas !
First of all,I set my VR_Pawn as similar as yours.!
alt text
Then I set in my Editor like this:

  1. Place a Player Starter at the world;
  2. Delete the VR_Pawn from the world;
  3. Set VR_GameMode → Default Pawn Class:VR_PAWN
  4. Set world overide GameMode:VR_GameMode
    Here is my setting!
    alt text

Unfortunately,there is still a problem or maybe a bug.
I have set two same VR_Widgets in the world,
One VR_Widget(Actor) placed in the world level and another(Hand Widget) is attach to my Motion Controller(L) in the VR_Pawn BP.(You could see it from the above pictures,the name may be different.)
The problem is that I could only click the BIG VR_Widget in the World Level(Actor VR_Widget) , it shows the clicking motion with the buttons. But when I click the Motion Controller(L)'s SMALL VR_Widget , It doesn’t show the click motion and the Green Trace Line comes from the Right Motion Controller just penetrate through the Hand Widget without any hit.

Where did I go wrong? Please Help me…

PS:Here is the Mitch’s VR Widget Plugins’ Tutorial Video LINK:

Here is the Plugins GitHub LINK:

This should be posted as a different question. I did what you did and it works for me.

Yes,you’re right.
I post it in a different question.