If VRInput::UpdateActionState() is called with VRActiveActionSet_t::ulRestrictedToDevice set to a valid and appropriate VRInputValueHandle_t parameter, VRInput::GetSkeletalBoneData() will return VRInputError_NoData.
Tested with setting ulRestrictedToDevice to handles for "/user/hand/left" and "/user/hand/left/input/skeleton/left".
Setting ulRestrictedToDevice to k_ulInvalidInputValueHandle in the UpdateActionState() call allows GetSkeletalBoneData() to return VRInputError_None and appears to correctly fill out the bone transform array.
For "/user/hand/left" the corresponding GetDigitalActionData() call still succeeds and reports input as expected, so this appears to be a problem specific to GetSkeletalBoneData().
If VRInput::UpdateActionState() is called with VRActiveActionSet_t::ulRestrictedToDevice set to a valid and appropriate VRInputValueHandle_t parameter, VRInput::GetSkeletalBoneData() will return VRInputError_NoData.
Tested with setting ulRestrictedToDevice to handles for "/user/hand/left" and "/user/hand/left/input/skeleton/left".
Setting ulRestrictedToDevice to k_ulInvalidInputValueHandle in the UpdateActionState() call allows GetSkeletalBoneData() to return VRInputError_None and appears to correctly fill out the bone transform array.
For "/user/hand/left" the corresponding GetDigitalActionData() call still succeeds and reports input as expected, so this appears to be a problem specific to GetSkeletalBoneData().