Making custom VR hands -based on the Unreal VR Template rotation issues

I’m trying to use Unreal VR template to make my own version of their VR pawn. (because updating my VR project from 4.7 to 5.3 breaks stuff in the pawn.). The skeletal mesh for the VR hand has both left and right hand bones in one skeleton, (which seems like agreat way to take something simple and make it complex)
Making my own R hand static mesh and then rigging it to the Unreal Right Hand s Skel mesh looks fine in Akeytsu (the rigging software I use), when I add a -90 rotation in Blender but imports 90 degrees wrong in Unreal. Changing import rotation settings just makes it a different 90 degrees wrong.

Can anyone explain?

I wish Epic had properly documented this stuff, rather than just banging on about fortnite, nanite and lumen.

using the following import settings fixes my hand. I tested exporting the Manny hand an reimporting it. I had the same problem unless I use these settings:


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