UMotionControllerComponent.SetActive(false) not work

we attached two UMotionControllerComponent to our player class, and deactive the remote ones in the remote players.
but the remote players’ UMotionControllerComponent transforms the same with our local player. I debug the code and found that the UMotionControllerComponent::TickComponent is still ticking.

Hello,

I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you reproduce this issue in a clean project?
  2. If so, could you provide a detailed list of steps to reproduce this issue on our end?
  3. Could you provide any code/ screen shots of blueprints that may be involved with this issue?

Hello,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will follow up.

Thanks,

follow these steps:

  1. attach two UMotionControllerComponent to player actor
  2. start a multiplayer game, if the player actor is not a local player, then UMotionControllerComponent.SetActive(false)
  3. move you motion controllers, you can see the motion acts the same on both of the player actors.

After further testing I was able to reproduce this issue on our end. I have written up a report and I have submitted it to the developers for further consideration. I have provided a link to the public tracker. Please feel free to use the link provided for future updates.

Link: Unreal Engine Issues and Bug Tracker (UE-35746)

Make it a great day