# Converting a local space vector to move a limb with the Physics Control plugin

**URL:** <https://forums.unrealengine.com/t/converting-a-local-space-vector-to-move-a-limb-with-the-physics-control-plugin/2687610>\
**Category:** Character & Animation\
**Tags:** simulate-physics, unreal-engine, Physics, Blueprint, question\
**Created:** [December 25, 2025, 11:03am UTC](https://forums.unrealengine.com/t/converting-a-local-space-vector-to-move-a-limb-with-the-physics-control-plugin/2687610 "2025-12-25T11:03:15Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Knuthnads](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Knuthnads](https://forums.unrealengine.com/u/Knuthnads)\
**Post date:** [December 25, 2025, 11:03am UTC](https://forums.unrealengine.com/t/converting-a-local-space-vector-to-move-a-limb-with-the-physics-control-plugin/2687610/1 "2025-12-25T11:03:15Z")

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I recently added the Physics Control plugin to my project with the aim of using it to move body parts such as the hands using mouse input. Previously I was using Physics Handles and the **Grab Component At Location** + **Set World Location** node. This worked fine, but I needed more control over the physics simulation so I replaced that with **Set Control Target Position** from the Physics Control plugin. The problem however is that **Position** _seems_ to expect local space coords (I think?) but the axes are skewed. If someone with some experience with Physics Control can chime in I’d appreciate it.

 ![SetControlTargetPosition](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/a/4/3a4144421ad0e6bbe8403dfe01e713a0f1692cc9.png)

This node is being run on tick. I start with a **Default Hand Position** vector and offset it based on mouse / controller input to get **Hand Target Position**. I’ve _kinda_ got similar motion back by switching the axes around / inverting one of them so moving the mouse left and right moves the hand left and right / moving the mouse up and down moves the hand up and down, however the motion is still off. There seems to be a slight diagonal tilt to hand movement.

 ![SetControlTargetPosition-2](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/d/a/5da2927b0bcafe0207f5e982f099a70149ba8704.png)

Hopefully this is something very simple that I’ve overlooked but is there a proper function to convert the **Hand Target Position** local space vector for the **Set Control Target Position** node?

Edit: The coords on the Position pin doesn’t appear to match the R\_Hand axis coords either. Moving the X axis in the skeleton 50 units doesn’t match X=50 in the Position pin at all. I have no idea how to convert the vector for Set Control Target Position.

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**Author:** ![Knuthnads](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Knuthnads](https://forums.unrealengine.com/u/Knuthnads)\
**Post date:** [December 27, 2025, 9:48am UTC](https://forums.unrealengine.com/t/converting-a-local-space-vector-to-move-a-limb-with-the-physics-control-plugin/2687610/2 "2025-12-27T09:48:53Z")

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Here was the solution for getting the correct hand position for **Set Control Target Position**.

 ![SetControlTargetPositionSolution](https://d3kjluh73b9h9o.cloudfront.net/original/4X/8/c/a/8ca5d516d07b450b321e514c68643df5b3b5a630.png)
