I’m working on a VR prototype using the “Virtual Reality” template and I’m stuck with an issue. In the template there is only one hand skeletal mesh, which is scaled -1 on the Z axis in the left-hand-BP. For me this is very convenient because I can use the same skeleton and animations for both hands. But when I attach an object to the left hand the rotation is always wrong.
The skeleton has a socket per object
The solution I was thinking of is to find the “equation” to compensate the rotation. I thought using an InverseTransformRotator would do it but no, I can’t figure out the math.
What would you suggest me to do ?