HTC Vive Tracker (3.0) doesn't work

Hi all,
i’m working on a project using the Vive Trackers for Motion Capture. I’m pretty new in Unreal Engine and couldn’t find any solution on the Internet for my problem.
So first of all i wanted to track my Arm movements and apply those to a Metahuman or Mannequin. I created a new AnimationBlueprint according to a tutorial i found on youtube.
https://www.youtube.com/watch?v=cRIVGGsOkg0

I set up the variables and setting as in the video shown. To keep simple i just wanted to make one Arm (left) work.


Then u created a Pawn (a basic Mannequin) and chose my Animationblueprint as the Animation class. I also set up the Event Graph like in the picture shown:


I created a new motion controller component and selected under Motion Source the same Tracker as in SteamVR shown (in this case Tracker_Ellbow_Left)

i also created a new gameMode and selected the Pawn as Default. So when i start the game the Pawn spawns, but nothing is happening as i move the Vive tracker.

And i saw a lot of people are using the LiveLink Plugin.
But i need this Project for my University Study and a student before me kinda got the MOcap working without the Plugin. He also did basicly the same thing as me for Mocap. His stuff works well and without the plugin. So what did i miss or what did i do wrong? Hopefully someone can help me!!

Trackers are not working with OpenXR in Unreal 5.1. Epic is working on supporting them in 5.2.
It should work with the SteamVR plugin (also disabling the OpenXR plugin) though. I’m trying this way but it’s not working for me either.

So i got the Vive Trackers working.
I installed the ChaosVehicle (or so) Plugin and created a wheeled vehicle Blueprint Class instead of the normal Pawn Class. Did exactly as shown above and the Vive Tracker worked…

Next I’ll try to disable the OpenXR Plugin and try to get the Tracker in the normal Pawn Class working