# Interact/Grab Physics Asset with Motion Controller

**URL:** <https://forums.unrealengine.com/t/interact-grab-physics-asset-with-motion-controller/99011>\
**Category:** XR Development\
**Tags:** unreal-engine\
**Created:** [August 23, 2017, 7:54pm UTC](https://forums.unrealengine.com/t/interact-grab-physics-asset-with-motion-controller/99011 "2017-08-23T19:54:13Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![DMHokie](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@DMHokie](https://forums.unrealengine.com/u/DMHokie)\
**Post date:** [August 23, 2017, 7:54pm UTC](https://forums.unrealengine.com/t/interact-grab-physics-asset-with-motion-controller/99011/1 "2017-08-23T19:54:13Z")

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I am using the motion controller from the VR template. I have a physics asset with constraints that I want to be able to grab and move around. I can make contact with it if I close my hand and hit the object. So the physics is enabled. I just cant grab it with my hand. I know how to set up regular static meshes to grab, but how do you do a similar thing with physics assets?

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**Author:** ![vr\_marco](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/vr_marco/32/1194556_2.png) [@vr\_marco](https://forums.unrealengine.com/u/vr_marco)\
**Post date:** [August 23, 2017, 8:51pm UTC](https://forums.unrealengine.com/t/interact-grab-physics-asset-with-motion-controller/99011/2 "2017-08-23T20:51:02Z")

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Isn’t that what Physics Handles are for? This tutorial may be useful:

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>
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Cheers,  
Marco.

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**Author:** ![DMHokie](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@DMHokie](https://forums.unrealengine.com/u/DMHokie)\
**Post date:** [August 23, 2017, 10:53pm UTC](https://forums.unrealengine.com/t/interact-grab-physics-asset-with-motion-controller/99011/3 "2017-08-23T22:53:40Z")

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That is for a regular static mesh to pickup. Motion controllers handle picking up objects a little differently, using the Pickup Actor Interface. But I can only seem to get that to work for static meshes. Is there a way to do a similar concept for a physics asset? Like grabbing a mechanical arm and moving the arm around while the base stays anchored to the ground? Something like in this video, but with a character using the VR controllers to grab parts of the arm:

[![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/4/1/b/41bf152a328c9c08c9282cf6df495dfdce14aaa0.jpeg "ROV manipulator arm in UE4") ](https://www.youtube.com/watch?v=rHnO3UDHqVs)

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**Author:** ![YuriNK](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/yurink/32/1194511_2.png) [@YuriNK](https://forums.unrealengine.com/u/YuriNK)\
**Post date:** [August 24, 2017, 6:39am UTC](https://forums.unrealengine.com/t/interact-grab-physics-asset-with-motion-controller/99011/4 "2017-08-24T06:39:28Z")

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[quote=“DMHokie, post:3, topic:99011”]

That is for a regular static mesh to pickup. Motion controllers handle picking up objects a little differently, using the Pickup Actor Interface. But I can only seem to get that to work for static meshes. Is there a way to do a similar concept for a physics asset? Like grabbing a mechanical arm and moving the arm around while the base stays anchored to the ground? Something like in this video, but with a character using the VR controllers to grab parts of the arm:[https://youtube.com/watch?v=rHnO3UDHqVs[/QUOTE]](https://youtube.com/watch?v=rHnO3UDHqVs%5B/QUOTE%5D)

You don’t need to use physics in this case. Setup inverse kinematics in animation blueprint and move only active bone when player grab it.
