I’ve managed to find a way.
MetaXR Plugin version: 57.0
HMD: Oculus Quest 2
Engine: UE 5.2.1
I created a default VR project and used the VR Pawn.
Deleted the HandRight and HandLeft skeletal meshes from the Components menu.
Removed anything that required the HandRight/Left for input (you could just break the connections if you want to use the code later).
Then at the end of the BeginPlay node I set the skeleton type before initializing the physics. Before I was initializing physics and it wasn’t working.
It seems to generate a box collider from the wrist to first finger joint. I’ve tried adding a Physics Asset for more accurate hand collisions but it’s ignoring them, so I don’t know how this collider is created. Below is an image of what I’ve tried. I’ve already linked the Physics Asset through the hand’s Skeleton etc.