SteamVR: Calling "Add Action Mapping" function from blueprints does not update and reload SteamVR's Action Manifest

Currently I am trying to add action mappings during the game from Blueprints with “Add Action Mappings function”.
As I understand after that, those action mappings should be regenerated in the SteamVR’s manifest file automatically like if to add those mappings from the editor (project settings-> input), but it doesn’t.
Regenerating manifest, by clicking those functions from editor from SteamVR section is not the way too.
So any new input action mappings for VR devices, added from the blueprints with the function “Add Action Mappings” are not working.

Actions to reproduce:

  1. Create new project

  2. Go to project settings-> input, make sure there are no action mappings there

  3. Add new action mapping and call it " Test", dont assign any keys to it, just leave “none”

  4. Create new player controller, called BP_MyPlayerController, make sure to assign new controller in the world settings

  5. Inside BP_MyPlayerController add following nodes from the screenshot below:

  6. Play in VR and try to press button on the motion controller that you have just added, and It won’t print hello, because SteamVR’s manifest was not updated with this new action binding.

I think this behavior is intentional. The input system in SteamVR (as well as OpenXR) doesn’t allow you to add new actions or bindings during gameplay. The idea seems to be that the developer creates the action manifest and default bindings at design time. Those are shipped with the game and never change during runtime.