Vive tracker used to animate skeletal mesh vs static mesh

Hi,

I’ve just started using Vive trackers with unreal and have come across something I can’t figure out. When I set up a vive tracker to animate the position of a static mesh everything appears to work as expected with the static mesh staying locked to the position/orientation of the tracker. Then when coming to use the trackers to animate a skeletal mesh, by means of modify bone node in animation blueprint (but also does the same thing when animating via c++) the bone is correctly positioned/orientated but it lags behind the current position of the tracker by half a second or so.

I’ve made a couple of videos to demonstrate what I mean: Vive tracker with static mesh, and Vive tracker with skeletal mesh.

Can anyone explain what is going on here?