Quick answer: Set the XRController3D tracker to left_hand/right_hand and pose to aim or grip, and bind that pose in the OpenXR action map for each interaction profile.
In Godot 4 OpenXR, an XRController3D follows a named pose action (like grip or aim) for a named hand tracker. If the tracker or pose property is wrong, or the action map does not bind that pose for the active runtime, the controller sits frozen at the origin even though tracking works elsewhere.
How to fix it
1. Set tracker and pose
On the XRController3D, set Tracker to left_hand or right_hand and Pose to grip or aim.
2. Bind the pose in the action map
Open the OpenXR action map and bind the grip/aim pose for each interaction profile (Touch, Index, Vive) so every headset reports it.
3. Confirm the interface is initialized
Make sure XRServer has an initialized OpenXR interface and the world scale is set, since an uninitialized interface yields no poses.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Godot error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.