UE5 VR Pawn Animation

Hi

I am looking to make the VR Pawn kick a door but I cant seem to find any tutorials on how to do this.

I am using the Meta Quest 3 and thinking of using the left controller and attaching it to the right leg of the player so that when they kick out the VR Pawn kicks out its right leg.

Can this be done?

Any help would be appreciated.

Thanks

Yes, this can absolutely be done, and it’s a really creative workaround for a prototype!

To set this up in UE5, here is the general workflow:

  1. Blueprint Setup: Open your VR Pawn and add a new MotionController component. Set its Tracking Source to the Left Controller.

  2. Animation Blueprint (IK): In your character’s Animation Blueprint, you will want to use a Two-Bone IK node for the right leg. You can drive the Effector Location of this IK node using the real-time world transform (location and rotation) of that new Motion Controller component.

  3. The Interaction: To make the kick actually break or open the door, track the velocity of that controller. When the velocity is high enough and the foot’s collision sphere overlaps with the door, you can trigger your door’s physics or timeline event.

While strapping the controller to a leg is fun for testing, if you plan to release this to the public, most players won’t want to do it. A more standard approach for Quest 3 (since it lacks native leg tracking) is to map the kick to a button press. You can trigger a lower-body “kick” animation montage and use a Layered Blend per Bone node in your AnimBP so the player’s real hands keep tracking perfectly while the virtual legs do the kicking.

VR physics and IK rigging can get pretty complex quickly. If you hit a wall with the blueprints or ever want to offload some of the heavier Unreal Engine mechanics to focus on game design, my team at GameGenesis handles custom UE dev work. Feel free to reach out if you ever need extra hands.

Thanks for the response.

I have reached out to you in a DM if that’s ok.