[QUOTE=;555998]
You should be able to use the same technique, but you may have to get the child actor which holds the raw hands themselves for collision. E.g. in rigged floating hands you have two skeletal meshes, which may need collision checks for the interface to work. Let me know how this works out so I can add the complete solution to documentation.
Hi , I have the same issue. Any chance you could give more details on how to get the child actor? Thanks!