Quick answer: Add the VR Input Mapping Context to the EnhancedInputLocalPlayerSubsystem and bind the grab Input Action to the controller's grip axis/button keys.
Unreal's Enhanced Input routes hardware keys to Input Actions only when a Mapping Context is active for the player. In VR the grip and trigger are XR-specific keys, so a grab action bound to a desktop key or in a context that was never added will silently never trigger.
How to fix it
1. Add the mapping context
In your VR pawn, get the EnhancedInputLocalPlayerSubsystem and call AddMappingContext with the VR context so its bindings become active.
2. Bind XR keys
Map the grab Input Action to the motion controller grip keys (for example the OpenXR grip axis) rather than keyboard or gamepad keys.
3. Bind the action in the pawn
Use BindAction for the grab Input Action with Triggered/Completed events so grip press and release run your grab and release logic.
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 Unreal Engine 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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.