Version 5.1 - February 15, 2019
What’s new in version 5.1
- Custom hand poses, both for off-line and on-line (Oculus) Avatars
- Both off-line and on-line hands now share the Oculus Avatars skeleton mesh
Compatible with the following Unreal Engine versions:
Unreal Engine 4.20*, Oculus-branch, latest commit e8c8be1 (Nov 14, 2018), found at https://github.com/Oculus-VR/UnrealEngine/tree/4.20
Unreal Engine 4.21*, Oculus-branch, latest commit 91f23fa (Feb 12, 2019), found at https://github.com/Oculus-VR/UnrealEngine

Here’s how to do it:
In Multi/Hand Poses, duplicate BlankPose actor blueprint, and make 2 copies for each pose (left and right hand)
I suggest to rename them left hand with even numbers, right hand with odd numbers, starting at 0. This will be also their index.
Inside HandPose:
Change hand (l/r), fingers rotations, object reference (if any) to grab, object placement, object rotation. Do that for each hand.
You should only change these variables:
Set Attached Actor Scale at the same scale as your desired attachment actor to place the pose correctly
When satisfied, add the poses inside the array in MainMenuPC/HandPoses. Place them in order of their index number (even-left, followed by odd-right, etc).

Finally, if you created handposes without an object reference (again one for each hand), you can assign them by their index number to an input in ProteusAvatar/Inputs. As an example, we put a peace sign pose at index 12 for left, 13 for right. Don’t forget to check “Custom Pose No Object”. That’s it.
