Quick answer: Set the component's Motion Source to Left/Right and parent it under the same scene root as the camera, with the tracking origin set to floor level.

In Unreal a MotionControllerComponent auto-updates its transform from the named motion source. If the source is unset or wrong, or the component lives outside the VR pawn's tracked root, it stays pinned at the origin. Setting the source and parenting it correctly makes it follow the physical controller.

How to fix it

1. Set the motion source

On the MotionControllerComponent, set Motion Source to Left or Right (or the XRMotionController identifier) so it binds to that controller.

2. Parent under the tracked root

Attach it under the same scene component root as the camera so its tracked space matches the headset's.

3. Set the tracking origin

Call SetTrackingOrigin(Floor) for room-scale so controller and head transforms share a floor-relative space.

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.

Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.