Mesh offset on replication

Hello everyone.

I’m seeing some very funky behavior when using the following blueprint in a multiplayer environment. When I use it without networking, it places the controller meshes just fine. However when I connect to a session, the VR client will show the controllers with a large offset from their real tracked position - they are however rotating around the right location/pivot, meaning they are flying around in the scene, but the server shows the same controllers perfectly aligned, anyone got a clue why this is happening?

I got the base code/workaround from this [thread][1] and had to use motioncontroller components(since for some reason using the Get Hand Location and Orientation node doesnt work with Oculus Touch - and I have to support both the Vive and Touch) instead - but since they dont replicate at the moment, I had to use the workaround.

122801-vr_problem_05.jpg

Hope someone can help me out

Did you ever find a solution to this? I’m dealing with the exact same problem right now.