Both hands are moving for one Controller

Hi Guys.
Please understand my english is not that good cuz from South Korea.
plus newbie of UE4 C++

First of all, thank you are seeing this question.

I have some problems on my VR project.
I’m using Oculus Rift S for this project.

Both hands are moving for left controller, and right controller is not working.
Since the devices are completely connected.

Is the any problems in my code?

VRPawn.h


#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "Camera/CameraComponent.h"
#include "Components/TextRenderComponent.h"
#include "MotionControllerComponent.h"
#include "VRPawn.generated.h"

UCLASS()
class CAPSTON_1_API AVRPawn : public APawn
{
	GENERATED_BODY()

public:
	// Sets default values for this pawn's properties
	AVRPawn();

public:	
	// Called every frame
	virtual void Tick(float DeltaTime) override;

	// Called to bind functionality to input
	virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;

	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

	//Setting VR
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = __hide)
	USceneComponent* VRTrackingCenter;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = __hide)
	UCameraComponent* VRCameraComponent;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = __hide)
	UTextRenderComponent* OutputText;

	//MotionControllerComponent
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = __hide)
	UMotionControllerComponent* LeftController;
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = __hide)
	UMotionControllerComponent* RightController;

	//StaticMeshComponent
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = __hide)
	UStaticMeshComponent* LeftSword;
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = __hide)
	USkeletalMeshComponent* LeftHand;
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = __hide)
	UStaticMeshComponent* RightSword;
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = __hide)
	USkeletalMeshComponent* RightHand;
};

VRPawn.cpp

#include "VRPawn.h"
#include "MotioncontrollerComponent.h"
#include "XRMotionControllerBase.h"
// Sets default values
AVRPawn::AVRPawn()
{
 	// Set this pawn to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;

	VRTrackingCenter = CreateDefaultSubobject<USceneComponent>(TEXT("VRTrackingCenter"));
	VRCameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("VRCameraComponent"));
	OutputText = CreateDefaultSubobject<UTextRenderComponent>(TEXT("OutputText"));

	LeftController = CreateDefaultSubobject<UMotionControllerComponent>(TEXT("LeftController"));
	LeftController->MotionSource = FXRMotionControllerBase::LeftHandSourceId;
	LeftSword = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("LeftSword"));
	LeftHand = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("LeftHand"));

	RightController = CreateDefaultSubobject<UMotionControllerComponent>(TEXT("RightConterller"));
	RightController->MotionSource = FXRMotionControllerBase::RightHandSourceId;
	RightSword = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("RightSword"));
	RightHand = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("RightHand"));

	VRCameraComponent->SetupAttachment(VRTrackingCenter);
	OutputText->SetupAttachment(VRCameraComponent);

	LeftController->SetupAttachment(VRTrackingCenter);
	LeftHand->SetupAttachment(LeftController);
	LeftSword->SetupAttachment(LeftHand);

	RightController->SetupAttachment(VRTrackingCenter);
	RightHand->SetupAttachment(RightController);
	RightSword->SetupAttachment(RightHand);
}

// Called when the game starts or when spawned
void AVRPawn::BeginPlay()
{
	Super::BeginPlay();
	
}

// Called every frame
void AVRPawn::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);

}

// Called to bind functionality to input
void AVRPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
	Super::SetupPlayerInputComponent(PlayerInputComponent);

}```

Thanks all.

I just solved. Thanks guys.