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VIVE Tracker overriding 'Left' MotionController

I have a pawn that has 3 motion controller components; motion sources set to "Left", "Right" and "Special 1" in that order. As soon as the tracker that is driving Special 1 becomes active, the Left motion controller is snapped to it's location as if they share updates. Dumping the Tracked Device Ids shows Steam controller's on 4 and 5 while an other is at 6. The log shows the Tracker device 6 is being assigned unreal hand Special 1. So everything should be lining up right.

Am I just missing something?

Product Version: UE 4.20
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asked Oct 24 '18 at 04:10 PM in VR

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Joe Wilcox WisE
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avatar image JohnnyChimpo Nov 07 '18 at 03:29 PM

I have the same issue. No solution found. Hoping that 4.21 will finally add real support for vive trackers including its inputs

avatar image Max Pixel FFL Dec 19 '18 at 02:12 AM

+1! I am experiencing the same bug, with no easily visible solution. One other quirk is that sometimes while I hold the home button on a connected Vive controller, the tracker transform will be rotated by 180 degrees until I let go. Would love a fix for this!

avatar image Joe Wilcox WisE Dec 19 '18 at 03:20 AM

I wish I had better news. I was hoping that 4.21 would clean up tracker support but it doesn't. In the end, between the buggy implementation (not sure if it's UE4 or VIVE's sdk) and the horrible latency especially with fast motion we abandoned using the trackers for anything but initial positioning of stationary objects. Maybe some day in the near future if I get a chance I'll dig in and see if I can actually fix it. For now, we are just cannibalizing wands to give us what we need.

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