Vive Motion Controllers stuck to floor in 4.19 Preview 5

I’m having an issue using the HTC Vive motion controllers in 4.19 where they will make a fist and sometimes even shoot a short blue beam but will not motion track or teleport around the navmesh.

I’m running the engine on a Lenovo P70 3.0GHz Xeon 64 GB RAM with a Nvidia Quadro M5000M Card. I used datasmith to import my geometry from 3DS Max.

I recreated the problem by cloning the project into the same engine version and version 4.18.3. When I start in the motion controller template in any engine version the controllers track and teleport perfectly. As soon as I import my geometry, run the VR preview a couple times and adjust my navigation volumes, the controllers stop tracking and stick to the floor. Any advice would be appreciated. I’m using only the default blueprints and templates.

I should also mention that I tried setting up the floor collision a few different ways to see if that was the problem: I usually use “use complex as simple” collision on my floors but I also tried a simple box and neither made a difference. I also tried ignoring dynamic objects.

Thanks in advance,

Jeff

Hello,

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Thanks

I also experienced this with the VR Template in Preview 5, but this feature worked fine in Preview 4. The controllers are stuck at the VR Origin rather than attached to the motion controllers. Also, usually there is some feedback in the output window about controllers being assigned to the right or left hand, but I didn’t see that in Preview 5. Interestingly enough, the controllers do show up in the VR mode of the editor.

Looks like the template was not updated correctly to account for new Motion Source. Try this setup in the construction script instead.

Thank you so much! This worked for me.