Collision problem between object in hand and other objects

I found this in another post: You might get something out of it:

Pickup Obj Collision Response:

I got an example Pickup that can collide with the World if it is detached, it also collides with other Physic Objects when attached + trigger events in trigger volumes etc.

However, if your Pickup is attached on your MotionController, you will go through static objects. This is the default design choice in Unreal, because the player is free in reality. There are no objects around him. So, if there is a table in VR in front of him, you shouldn’t block his hands or the object nor shouldn’t you offset the hand. Your player will just lose control.

Back to my example: To make this work you can fiddle around with Collision Responses, but in my case I added a new Object Type called VRGrab in the Project settings under Collision. The Pickup Static Mesh has Collision Enabled (Query and Physics). It ignores most of the other Objects, but it overlaps with WorldDynamic (that’s for the trigger events). I also block with other VRGrab objects (block other pickups, so you can grab a pickup and slap other pickups)

Trigger volumes are usually set up like so: Collision Enabled (Query), Object Type (WorldDynamic) and they overlap with every other Object Type. So, if you added the new Object Type VRGrab, make sure your Trigger Volume has checked Overlap with VRGrab.