Base Reality - VRM Physics Hands

VRM Physics Hand Template – Is designed to be the Ultimate VR Physics Hand Template is a fully Blueprint-based Unreal Engine system that provides five distinct methods for creating physics-driven VR hand interactions. Designed for flexibility and ease of use, this template includes a grab point system, that contains all the logic hand poses and grab transforms that works in combination with an Advanced Grab Component with a dedicated VR function library for seamless integration built using Unreal's Gameplay ability TAG system.

Key Features:Five Physics Hand Methods – Each with its own dedicated VR Pawn and example level:

  • VRM 0 – Inspired by Contractors VR, this method offers a minimalist Physics interaction system. Forgoing the need for Physics hands and instead only relying on the physicality of pickups.

  • VRM1 – Utilizes My own Classic custom-built system for physics-based grabbing.

  • VRM2– Standard  Minimalistic physics hands with object interaction.

  • VRM3– A combination of the VRM system and the new Physics Control Assets system, featuring simulated physical fingers for enhanced interaction.

  • VRM4 – Features full simulated finger physics, also utilizing the new Physics Control Assets system for highly realistic finger interaction.

Complete VR Interaction System:

  • Fully documented and 100% built with Blueprints.

  • Grab limbs on character meshes and physically manipulate them.

  • Extensive set of pickup items, including firearms, melee weapons, and generic objects.

  • Each pickup item is designed to work seamlessly with all five hand systems.

  • Grab Points manage all logic for hand poses, primary and secondary hand logic, and grab transform data using Unreal Engine's Gameplay Ability System Tags. It also includes options for visual helpers, such as Visual motion controller meshes and hand meshes, which can be enabled in the properties panel.

Whether you're building a VR game, simulation, or interactive experience, this template provides a robust foundation for physics-driven VR interactions.

Plugins enabled

- OpenXR

- OpenXREyeTracker

- OpenXRHandTracking

- PhysicsControl

The VRM physics hand system can be seen in the Lyra VR VIDEO and tested in the demo.

LyraVR

Low budget trailer for now.

Proper Videos are currently being made.

Documentation

What is VRM Physics Hands?

VRM Physics Hands started as a small side project — something I planned to finish in just a couple of weeks. The idea was simple: break out the VRM hand system I’d been using in my own VR development for years and release it as a standalone version.

But like most dev stories… it didn’t stay small.

What began as a quick release turned into a full-blown research project — an exploration of every method I could find to bring physical hands to VR.

The Evolution

First, I revisited my original VRM hand system. I wanted to see if I could simplify it by removing the old “Physics Hand / Game Hand” separation. The goal? Merge them into one fully simulated asset — what I ended up calling the “TruePhysics Hands.”

From there, I decided to push further.

I integrated an experimental full-physics hand system I’d built a while back, similar to Batman: Arkham VR. This version combines Epic’s Physics Control System, Physics Control Assets, and my custom VRM logic. Originally, I was saving this for a future project — but this felt like the right time to share it and give developers that “wow” factor right now.

After that, I built a more extreme version — a pure Physics Control System hand setup, 100% built with Unreal’s physics controls and no constraint hierarchy at all. It’s still experimental and has a few quirks, but it demonstrates what’s possible without traditional constraints.

Meanwhile, during development, I was playing a ton of Contractors VR. Like any good VR dev, I noticed something: they weren’t using physics hands — just physics-based weapons to simulate the feel. It made sense — probably for performance reasons, especially with networked physics chains. So, I studied that method and built a similar system to offer it as an alternative.

The Result

Each of these hand systems now has its own dedicated VR Pawn, and they all connect to a single, powerful Advanced Grab Component that I built specifically to manage these systems.

The project also includes:

  • A VR-centric function library for common VR logic

  • A fully modular GrabPoint system for objects

  • Support for primary and secondary hand logic

  • Custom grab poses and offset data per object

  • Optional preview meshes for motion controllers and hand models

The GrabPoint system alone includes detailed logic for one- and two-hand interaction, grip poses, hand alignment, and even visual helpers for designers.

In Short

VRM Physics Hands isn’t just a toolkit — it’s a deep dive into how physical interaction can work in VR, and it gives you multiple ways to do it. Whether you're chasing realism, performance, or that AAA-level feel — this template is designed to give VR devs real options, with clean Blueprint architecture and a flexible modular setup.

Great Product and an awesome starting point for a VR Project. Will save you hours and hours of figuring out the physics. Worth the buy

2 Likes

Does the Plugin work with a full character not just hands?

Currently, No. But next update I will be adding something to make that a reality ; )