I don’t actually attach anything and the gripping isn’t based off of the hand mesh, it is based off of the controller itself. Unless you actually flipped the scaling on the controller instead of the mesh you aren’t running into problems with that.
What you are running in to is that the socket orientation is correct, but only into one palm. You are correct that HasSeperateSocketsPerHand is the way to do it in the template but you used the wrong Socket Names.
VRGripLP
VRGripRP
LeftPrimary / RightPrimary
You can go in to the “GetCorrectPrimarySlotPrefix” function and change those if you wish, it really should be in a variable somewhere instead, but not the largest deal.