# How to enable Device tracking for Motion Controller components?

**URL:** <https://forums.unrealengine.com/t/how-to-enable-device-tracking-for-motion-controller-components/770743>\
**Category:** XR Development\
**Tags:** SteamVR, Motion-Controller, unreal-engine, Blueprint, question\
**Created:** [February 14, 2023, 6:24pm UTC](https://forums.unrealengine.com/t/how-to-enable-device-tracking-for-motion-controller-components/770743 "2023-02-14T18:24:06Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![FelixSab1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@FelixSab1](https://forums.unrealengine.com/u/FelixSab1)\
**Post date:** [February 14, 2023, 6:24pm UTC](https://forums.unrealengine.com/t/how-to-enable-device-tracking-for-motion-controller-components/770743/1 "2023-02-14T18:24:06Z")

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Hey, I am currently working on a VR project and created for that a custom MotionController Actor. This MotionController is instantiated by a AC\_MotionController component on BeginPlay. I added a AC\_MotionController to my VrPawn for each hand. My my issue is that the controller always returns a world transform of 0 and is not rendered. If I add the built in MotionControllerComponent to my VrPawn, everything works as intended though.

My MotionController component tree:  
 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/b/5/bb5c57d05af3e7dd9028524f7bb8547a5ea74916.png)

Its BeginPlay Event:

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/f/3/bf340dd1c421371ca27e09611a021f962543cc77.png)

How how do I enable the tracking of my physical motion controllers in my MotionController Actor?
