SteamVR ViveTracker Roles not supported in Unreal Engine

Hello,

While using Vive Trackers through the OpenXRViveTracker plugin, we noticed that some tracker roles available in SteamVR do not seem to be exposed as MotionControllerComponent MotionSources in Unreal.

For example, SteamVR allows assigning roles such as:

Left Wrist / Right Wrist

Left Ankle / Right Ankle

But those roles are not available in the motion source drop down list in unreal, and we even tried manually writing the string in MotionSource field but it was not recognized.

We also found the SteamVR “Held In Hand” Role (with subsettings Any Hand, Left Hand, Right Hand) works with “Gun” as MotionSource

And “Keyboard” corresponds as “Pad”

After digging a bit in the engine source code, we found in “Engine\Plugins\Runtime\OpenXRViveTracker\Source\OpenXRViveTracker\Private\OpenXRViveTracker.cpp” line 147 a list of strings that seems to match the SteamVR roles currently supported.

Is there a technical reason for this limitation, or is support for the additional SteamVR tracker roles planned in a future engine release?

It would be very helpful if the plugin could expose all roles available through SteamVR/OpenXR so developers can take advantage of the full tracker ecosystem without maintaining custom engine modifications.

Thank you for your help and clarification.

Best regards,

Malek

Capture d’écran 2026-06-02 110031.png(154 KB)
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Steps to Reproduce
Follow OpenXRViveTracker plugin official tutorial : How to use Vive Trackers in UE 5.2 and later versions | Epic Developer Community

Change Tracker Role in SteamVR and MotionControllerComponent MotionSource to match

Hi Malek,

As far as I’m aware there’s nothing preventing us from extending support to those additional roles. We’ll need to move away from EControllerHand in OpenXRViveTracker, but we’ve been planning on doing that for some time. I’ve added an internal ticket tracking support for the additional roles in a future version.

Thanks,

Christopher Fiala

That’s great to hear, thank you !