I’m using the LeapRiggedEchoHandActor from the Leap Motion plugin to add hands to my pawn. I’m trying to add 3D interaction/collision (Using overlap Begin and End events ) for the hands of my character, to be able to detect when an hand is “pushing” a button, and when it’s released
I’ve created an actor (with a widget component ButtonMenu ; adding a box collision component instead have same behavior) and attached it to a socket of my LeftHandMeshComponent. MainsLeapMotionBP inherits from LeapRiggedEchoHandActor .
Both LeftHandMesh and RightHandMesh are SkeletalMeshComponents (echo_lo_L and echo_lo_r respectively) and they both have physicsAssets
I’ve created a new collision preset for this kind of interaction actor in order to generate overlaps with the Right Hand (physics Body).
The OnComponentBeginOverlap and OnComponentEndOverlap events are fired continously, like every frames. I cannot set up a timer for the overlapped time.
I followed the documentation about [collision] and modified my Leap UI collisions preset to block PhysicsBody, but the behavior is the same.
- Do i have misunderstood something in the collisions presets between these 2 actors ?
- Should I modify something in the physical assets of the skeletal hands meshes ?
Thanks a lot for any feedback,