OpenXR Unsupported IO Path Quest 3

Godot Version

4.4

Question

I have upgraded from Godot 4.4-dev7 to 4.4 stable, and now get an error in one my of VR projects (Seas of Reverence) that I have never gotten before:

Godot Engine v4.4.stable.official.4c311cbee - https://godotengine.org
OpenXR: Running on OpenXR runtime:  Oculus   74.759.0
OpenXR: XrGraphicsRequirementsVulkan2KHR:
 - minApiVersionSupported:  1.0.0
 - maxApiVersionSupported:  1.2.0
VulkanHooks detected (e.g. OpenXR): Force-disabling Swappy Frame Pacing.
Vulkan 1.1.295 - Forward Mobile - Using Device #0: Qualcomm - Adreno (TM) 740

ERROR: OpenXR: Unsupported io path /interaction_profiles/khr/simple_controller
   at: interaction_profile_supports_io_path (modules/openxr/openxr_api.cpp:487)
ERROR: OpenXR: Unsupported io path /interaction_profiles/oculus/touch_controller
   at: interaction_profile_supports_io_path (modules/openxr/openxr_api.cpp:487)
.
.
.
OpenXR: failed to suggest bindings for  /interaction_profiles/khr/simple_controller ! [ XR_ERROR_VALIDATION_FAILURE ]

The error repeats multiple times, and separately for each type of controller supported by Godot, and my controllers end up not working at all. They are completely unresponsive, though I can still use the Oculus button on the right controller to invoke the system menu to exit the game.

Has anyone encountered this before?

I read the modules/openxr/openxr_api.cpp:487 source code, and found a very useful comment:

If the io_path is not part of our metadata we've likely got a misspelled name or a bad action map, report

I closed Godot, deleted openxr_action_map.tres from my project, restarted Godot, and exported a new APK. The errors went away, and my controllers started working again.