Using touch controllers with UE4 when Oculus and Steam Plugins are disabled in the project settings

I am working on a VR project that requires turning off the Oculus and Steam VR plugins in UE4 in order for another plugin that allows player positional tracking. Is it possible to still receive the Touch Controller inputs from the OS instead of the packaged build then bind the buttons to keyboard inputs that could be assigned in engine? Was thinking of using something like AutoHotKey.