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Oculus Motion Controllers not tracked from the start

Hey everyone. I'm attempting to determine in the Begin Play method of my Character class what input I should bind depending on what devices I have plugged on. I've found some degree of sucess, but can't really find a fully dynamical solution because, for some reason, the Oculus motion controllers aren't tracked from the start, requiring you to press a button until calling IsTracked() on my Motion Controller Component returns true. Is there any workaround this, so I can bind my input to my keyboard and mouse functions if my two motion controllers aren't plugged in, and bind it to them if they are ?

Thanks in advance

Product Version: UE 4.19
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asked Apr 05 '18 at 03:46 PM in VR

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