How can you stop VR Hands passing through walls and other objects

HELLO! Thank you for your answer. Can you tell exactly me where to do that? I have seen that option many times, but other times it is simply nowhere to be found. I have gone into the Physics for my VR Hand and set up Collision Bodies for each finger segment (I want FINE Motor Control in VR not a 'SPHERE wrapped around each hand,.!!!. as suggested above,… )

Gripping. pointing, VR, Grabbing w/ custom animation etc., Teleporting AND Free locomotion, I have all that already set up, I just want to be able to point my VR finger and tap a candle for instance,*** and the candle falls over! :)***

I go into my Hand mesh,. At the upper right I see the entries for Skeleton | Mesh | Animation| Blueprint | and Physics. Like I mentioned above, I have gone into physics and setup Multi Convex Hulls for the Hand and each Finger Segment (three per finger the shape of the mesh), I also set up Joint Limits etc. Appropriate for hands fingers (though I am just realizing, I’m controlling the hands in VR, so I may be wasting my time with ‘constraints’ I just want per finger COLLISION and Interaction w/ world props and objects

I the physics panel for each Convex Hull Body, I have checked: ‘simulation generates hit event’, and ‘Collision Response’ and ‘CCD’ (but are those for when the FINGERS get collided with?) Regardless they still go right through the Candle (Unless I Grab it,…)

I know there is a place in most meshes, to CHECK Physics, and change the Physics Default to ‘Physics Actor’ or even Block all,. , BUT I CAN’t Find it :slight_smile: I go in the MESH part and the only physics option is ‘enable per poly collision’! I will add a couple images

THANK YOU!!!