Picking Objects UP Issue.

Hi
I am trying to pick up objects with custom grip locations rather than by the the root.
Here I have a kettlebell static mesh actor with an oculus Touch controller mesh attached to it which I called Grip Position reference. I want the Kettlebell actor to use the Grip Position reference Transform as the location to grab the it, as I can change it to what I require per mesh.


On each of my VR hands I also have a oculus touch controller meshs, The Idea is that Im want the kettlebell BP to lerp to my hands using the transform of its Touch controller mesh so that when finished the kettlebell touch controlers align perfectly with the VR hand one.
Below is the BP code that Im using But Its Not quite working and still using the root. This Area has never been my strong point figuring out relative/ world space stuff.

Basically I want to grab a actor at one of its components Relative locations

Its easy lol. You can take the offset from the grip position, then use the owner actor location of the grip position, subtract the offset, then pass it to the location of the transform data. About rotation, im not sure it can be used as the method of location, but u can also use make rotation from direction, its easy too.

I tried Messing around trying to do this But I was not getting the correct results :frowning:
Could you provide a pic ? of how I can grab the actor by its the grip position components relative location.
I prob just messed it up.

ActorRef is your hand, cone 1 is the grip position, Cone is the Object that contains the grip position.


https://forums.unrealengine.com/core/image/gif;base64

Thanks, this worked . I had to rework it a little as Im breaking from transforms and trying to set rotation too.

Been trying to solve this rotation part But not having much luck, I have tried many different things but no dice.
I think It may be more difficult due to the fact that the grip rotation is going to world rotate with the actor.
Just thought I would post it incase anyone knows the solution.

I thought this would be easy bit to just add a vr controller mesh as the location / rotation to grab the main actor by as the physics handle has a node that is called grab component at location with rotation,