How to force Oculus Quest to use controllers instead of Hand Tracking?

Hi everyone,

I’m working on a project in Unreal Engine for Oculus Quest, where I have both Hand Tracking and Controller inputs enabled. However, for a specific section of the project, I need to force the use of controllers and disable the Hand Tracking completely.

Currently, I have the following Blueprint setup that controls the visibility of the controllers based on whether Hand Tracking is enabled or not:

What this Blueprint does:

  1. It uses the Is Hand Tracking Enabled node to check if Hand Tracking is currently active.
  2. If Hand Tracking is enabled, it hides the Motion Controllers (both left and right).
  3. If Hand Tracking is not enabled, it shows the Motion Controllers.

My issue:

I want to force the use of the controllers, meaning I need to disable the Hand Tracking entirely in this section of the project so that only controllers can be used, and the hand tracking system will be ignored/disabled.

What additional steps should I take, or what modifications should I make to my Blueprint or project settings to fully disable Hand Tracking when the player enters this specific section of the project?

Any help or advice would be greatly appreciated!

Additional Information:

  • Unreal Engine version: 5.4
  • Platform: Oculus Quest
  • Input settings: I currently have both Hand Tracking and Controller inputs enabled.