I’ve been using OculusHand SkeletalMesh and fixed CollisionCapsules this way:
You do not have to use UPoseableHandComponent, just inherit directly from UOculusHandComponent. And use bCustomHandMesh instead of bCustomPoseableHandMesh.
I’ve been using OculusHand SkeletalMesh and fixed CollisionCapsules this way:
You do not have to use UPoseableHandComponent, just inherit directly from UOculusHandComponent. And use bCustomHandMesh instead of bCustomPoseableHandMesh.