Getlocalposition Only Works When Both Controllers Are Active

Hi, I’m trying to test both Oculus and Vive when only one controller is activated.
the InputTracking.nodeAdded event is called for the active controller but when I get UnityEngine.XR.InputTracking.GetLocalPosition it always just returns Vector3.Zero until the other controller is switched on or activated.
Does anyone know a work around for this? Its kinda an edge case, but if one controller needs charging I want players to still be able to play with one controller and that should work. I’ve checked and I’m definitely passing in the correct nodeType.
Thanks

Please raise this as a bug!