Need Help with Physics Constraint/handles in VR to grab set bones on skelmeshes.

Hi
I am having an issue with grabbing a bone On a Simulated ragdoll character in VR.
Im using a trace to get the bone and then a physics constraint to constrain it to my VR hand and It worked, But its not where my hand is. EG: I grabbed the head bone but the character skelmesh is floating at-least 200cm above my closed fist and not where my hand is .
I cant remember but I think there is a way to center the grabbed component to my hand :frowning: or even set a custom position relative to my hand?

To me it looks like I have grabbed the head with the constraint as its moving one to one with my Motioncontroller But I think its the root bone of the skelmesh thats positioned in my hand and not the bone I have constrained.
So how do I set the constrained bone to my hand position?

SOLVED! it myself.

Hi.

how did you solved it ?
tried the same without any luck

thanxx, andy

do you use LineTraceForObjects in blueprint? in non-vr, “Start” input param is from FirstPersonCamera, BUT what should be used for this “Start” in VR? still FirstPersonCamera?..HOW should it be if I want to grab by both right and left hand in VR?
thanks!

could you please explain how to do this?
i found a non-VR demo which use Grab Component at Locatin and Physics Handle.
Thanks!