XR Input: primary2DAxis always returns 0

Trying to use XR Input and working on joystick-based locomotion but trying to access the joystick always comes up 0. I’m using Oculus Rift Touch controllers (Not Rift S or Quest) and the devices and features needed are present.

Here’s my code for reference:
private List leftHands = new List();
private InputDevice rightHand;

    private void Update()
    {
        // We get our hand(s) first before attempting to locomote
        GetHands();
        Locomotion();
    }

    private void GetHands()
    {
        InputDevices.GetDevicesAtXRNode(XRNode.LeftHand, leftHands);
    }

    private void Locomotion()
    {
        if (leftHands.Count == 0)
            return;

        if (!leftHands[0].isValid)
            return;

        Vector2 movementVector;
        if (leftHands[0].TryGetFeatureValue(CommonUsages.primary2DAxis, out movementVector))
        {
            // Shows that value is always zero
            print($"Left Joystick Values: {movementVector}");

            if (Mathf.Abs(movementVector.x) >= 0.2f || Mathf.Abs(movementVector.y) >= 0.2f)
            {
                Move(movementVector);
            }
        }
    }

Ok… it turns out that it DOES work.

However… the inputs on a CV1 Oculus Rift Controller don’t activate until the HMD senses that it’s on your head.

Which… make sense(?) but will make debugging things more tedious.