Puppeteering with VR Controllers

I am trying to us VR controllers to performance animate (puppeteer) a character that I can record in real time.
The closest I have got is to use live link to capture the world position of a controller. I add a livelink component to a simple actor in my level e.g. a cone. I then add a control rigged character to my level e.g. the dragon from the Control Rig samples pack. Then I pick the head controller and add a rotation or parent constraint to it and connect it to the cone. I can then make the head of the dragon move about using my controller. The panning l-r is good but the tilt up down is reversed.
I have tried to follow many tutorials about blueprints including this one Live Link Input Device by Shaun Comly but keep getting stuck on various steps.
I get the sense that I might be able do all of this with an actor and animation blueprint but cannot find a tutorial that does this. Often videos use a game controller instead of taking world space values from a VR controller. Ideally I would also set up a system where I can drive other character controls like mouth open/close with the controller trigger, the eyes with a thumbstick, eyebrow up-down with the grip etc…
What is the best path to achieve what I am after? And what are the key pieces of the puzzle I need to learn?

Did you ever find a solution to this? I’m a bit late to the party but dealing with the same issue where all the old documentation related to this is deprecated.