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Trigger Collision with imported vive controller model

If I have created a VR Pawn Class from scratch and brought in my own .fbx model to represent the virtual location/position/rotation of the Vive Controller (this is all working by the way)…how can I check if this model collides with specific models in my main scene ?
Should it be scripted in the event window of the Pawn Class or should it be done in the main blueprint window (I have tried the latter but it doesn’t seem to be possible to reference the vive controller model in order to do a regular trigger collision).
Can anyone advise ?

I suggest you create an additional Collision Channel called MotionController. That should give you the control and ease you’re looking for.

Anyone else have input on this? Or should we expect a “standard” collision channel in the future we should start using?

That worked great - thanks