Hi, (new to the forums, sorry if I categorized improperly) I’m making my first solo game as someone with mainly a game art background rather than programming, and I’m struggling to find a solution to what I feel like is probably a pretty simple problem.
What I’m trying to achieve:
for simplicities sake, lets just say the characters hands are always floating out in front of the player like so:
I want the palm of the hand to always face whatever surface they collide with. The only example I can really find of what I’m looking for is in the game Burglin Gnomes (there’s a free demo on steam you can try and feel exactly what I mean first hand). It should look like the character is rubbing their hand across the surface when you collide, but not stick to the surface.
What I’ve done so far:
-The hands are physics objects attached to the player via Physics constraints.
-I can use the OnComponentHit event to find surfaces the hand collides with.
-I can break the hit result to get the impact normal information.
But I’m not sure how to use the normal information to apply a proper rotational value for the hand without messing up its constraint attachment.
this set up sort of works but the hand starts flying all over the place. Set World Rotation seems to be a big part of the issue, it doesn’t play well with physics objects/ constraints?
online I saw that using teleport was supposed to help reduce jittering with rotation on physics objects because it negates the velocity of the turn. I saw no difference ticking this on. I also tried to turn off collision when a hit result occurs, then back on after the rotation- also no change. But really I haven’t found much info in general about using physics constraints in complex blueprints, definitely not for something like this.
I’ve been trying to solve this for 3 days. Anyone with more of a programmer brain know a better way to think about this issue? I feel like I’m overcomplicating it.

