I’m trying to replace the hand mesh from the VR template,![alt text][1] but when connecting the grip state variable, it auto-changed into “Byte to Enum GripEnum.” There’s something I’m supposed to connect after this to enable the grip state, but I’m at a dead end for now. Anyone have any ideas?
I figured it out. I recreated the animation blueprint based on the right hand skeleton, copy and pasted the logic from the right hand mannequin animation blueprint, recreated the nodes, and everything hooked up like a charm with no problems.
Hi Pharmadude
,
Old post but I’m looking for the same result, replacing the basic VR hand mesh by a hand mesh I modeled.
I can model hands, and have some knowledge about blueprints too, but I don’t know too much about rigging and animation. I just wanted to ask if you managed to do what you wanted ? If so, did it work to just replace by the new hand, recreate the nodes, and just hook them etc or did you do some rigging and animation ?
Thanks !
Hi jaydehei. I didn’t have to do any rigging or animation. The hand meshes were bought from the Unreal Marketplace and came with a hand-open and hand-closed pose. It’s been a long time, but I vaguely remember doing these two steps to get things working correctly: Step 1: Create a fresh VR Project using the VR Template and add/import your meshes. Next, follow this tutorial (Hands for VR: Basic - Unreal Engine 4.13 VR Template - YouTube) with particular attention to the part where he creates the animation blueprint. Step 2: extra logic will likely need to be added to the BP_Motioncontroller. Go to this link (Hands for VR SciFi - UE4 VR Template Integration.pdf - Google Drive) and jump to page 2 for the logic that needs to be added. Hopefully this helps =D
I’ll definitly try this, thanks for the help !