Manipulation of a character's bones in Virtual Reality

That’s using Allrightrig, which is a separate plugin. I’m unfamiliar with how one would tackle that, but you can set all of this up natively using an Animation Blueprint and “grabbable” Actors that have a relationship with each bone. A simple chain of logic would be: GrabActor Location -> AnimationBP -> Modify Bone (node). Control Rig would also work similar, where the GrabActor Location would set the Effector transform in the Control Rig.