Location and Rotation of VIVE motion controllers incorrect, how to fix?

Hello,

I’m attempting to create an actor with a simple sphere static mesh spawned it at the tip of the vive motion controller’s model. Where you’d expect it to spawn. However using the


MotionController->GetControllerOrientationAndPosition(0, EControllerHand::Left, myRot, myLoc))

method of IMotionController, or the


GetTrackedDevicePositionAndOrientation(OutTrackedDeviceIds[0], myLoc, myRot)

method of USteamVRFunctionLibrary both return positions and rotations that put the spawn behind the controller. Thinking it was just a case of some vector math I proceeded to get the vector the the rotation and scale it up by some amount of units and add it to the location. This however never yeileded any results that got the spawn in front of the motion controller and not behind it. What is going on here? Do i need to use fancier math? Shouldnt scaling the direction vector and adding it to the position vector work? Thanks.