# Oculus Hand Component not working in VR Pawn

**URL:** <https://forums.unrealengine.com/t/oculus-hand-component-not-working-in-vr-pawn/757453>\
**Category:** Blueprint\
**Tags:** vr-use-focus, oculus-quest, Hand-Tracking, unreal-engine, please-help-me, skeletalmesh, need-help, Blueprint, question\
**Created:** [January 26, 2023, 4:11pm UTC](https://forums.unrealengine.com/t/oculus-hand-component-not-working-in-vr-pawn/757453 "2023-01-26T16:11:25Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![MDaengeli](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@MDaengeli](https://forums.unrealengine.com/u/MDaengeli)\
**Post date:** [January 26, 2023, 4:11pm UTC](https://forums.unrealengine.com/t/oculus-hand-component-not-working-in-vr-pawn/757453/1 "2023-01-26T16:11:25Z")

</div>

Working on UE 4.27 on projects set up by a colleague, presumably following [THIS TUTORIAL](https://www.youtube.com/watch?v=CKIdogPFZg8&ab_channel=Just2Devs)

I can’t seem to find a way to fetch the Oculus Hands Mesh and Skeleton, thus making the blueprints I currently have unusable. Any idea how I can work around it or get the Oculus Hands again?

Here’s the structure of the VR Pawn Blueprint in case y’all need reference

 ![Capture d’écran 2023-01-26 145115](https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/8/f/98fad264a20f469d5d299bf281a9a68f273fca72.png)
