Haptic/Rumble feedback throws off the IMU???

Today i discovered something interesting.

I have in my vr demo a event that triggers the haptic actuators, (in UE4 by using "forcefeedback" as the "Haptic" nodes don't seem to do anything).



Though when i hold the controller in front of me and trigger the actuators, it will actually cause the controller to give inaccurate tracking for as long as the pulses are being triggered.



The offset is about a inch or so, but when you focus on it, it looks really broken.



I assume the IMU data received during the haptic pulses is being influenced by the vibrations it generates, while the position of the controller itself, according to the laser system doesn't change.



I guess this "conflict" is throwing off the positional tracking of the controller.

Would it be possible to have the driver to "ignore" IMU data for the moment when the Haptic feedback is firing so the tracking remains stable?



