Quake VR - Smooth Locomotion and Turning not working

My Quake VR mod uses the new SteamVR/OpenVR API for inputs. Everything except smooth locomotion and turning work under OpenComposite.

Maybe there is a bug in OpenComposite or something that I am doing wrong with my implementation of SteamVR input for thumbstick locomotion and turning. This is what I have in my actions.json:

{
    "actions": 
    [
        {
            "name": "/actions/default/in/Locomotion",
            "type": "vector2"
        },
        // ...
    ]
}

And this is what I have in my bindings_touch.json:

{
    "sources": 
    [
        {
            "inputs": {
                "position": {
                    "output": "/actions/default/in/Locomotion"
                }
            },
            "mode": "joystick",
            "path": "/user/hand/left/input/thumbstick"
        },
        // ...
    ]
}

The way I then process these actions is by using OpenVR's analog action API:

//
// Global variable:
vr::VRActionHandle_t vrahLocomotion;

//
// During initialization:
vr::VRInput()->GetActionHandle("/actions/default/in/Locomotion", &vrahLocomotion);

//
// Per-frame:    
vr::InputAnalogActionData_t inpLocomotion;

vr::VRInput()->GetAnalogActionData(
    vrahLocomotion, 
    &inpLocomotion,
    sizeof(vr::InputAnalogActionData_t),
    vr::k_ulInvalidInputValueHandle
);

movePlayer(inpLocomotion.y, inpLocomotion.x);

The code above is simplified, I perform error handling for every OpenVR function. The signature of GetAnalogActionData is as follows:

/** Reads the state of an analog action given its handle. This will
 * return VRInputError_WrongType if the type of action is something
 * other than analog */
virtual EVRInputError GetAnalogActionData(VRActionHandle_t action,
    InputAnalogActionData_t* pActionData, uint32_t unActionDataSize,
    VRInputValueHandle_t ulRestrictToDevice) = 0;

I am using an invalid handle for ulRestrictToDevice as I don't want to restrict to any device. I am using the exact same technique for digital actions and they work fine in OpenComposite.

Quake VR input source code available here: