Valve's SteamVR Input Plugin

The bones are being offset by the wrist position to align them with the controller (steam animation transforms have a wrist offset to them). You can attach a palm reference to a bone to let it move with it if you want an easy palm reference, or use curls to animate between poses like they do for the ue4 hands in that template to avoid the morphing entirely.

Sockets are a good solution indeed. As for the weird position of the root bone/component center, I guess it was not meant to correspond to any physical part of the controller so it can’t be used as a guide to match the virtual world to the real one.

Has anybody encountered a problem where the plugin wont work in a packaged build?
I have set up all the input actions inside UE4s project settings and added the actions in to my blueprints.
Everything works fine in VR preview and people are telling me that it works in the Steam beta but, for some reason I just have no buttons working on my dev machine when I download my game through steam.

Strangely though the sample bindings do work in the packaged build, just none of the custom bindings.
This is also the case if I launch the packaged build locally instead of the version downloaded through steam.

If anybody knows what might be causing this please help. Ive wasted a week on this now and my game is due for release in 5 days time.

Thanks, D

Hey there, is there a way to set a custom skeleton to pickup in the SteamVR Set Wrist Transform node ?
I want to use a hand skeleton with a wrist node looking at a (virtual) elbow. I can’t figure out how to use another skeleton with this awesome plugin.
Also is there a way to find the wrist offset applied by this node ? For the same project I want to replace the handmesh by a prothesis, so no finger bones but I want the same orientation as the hand.
Detailed questions posted here :

https://answers.unrealengine.com/questions/974178/view.html

Thanks a lot !

Following this tutorial https://www.youtube.com/watch?v=OJk-…HyZ6M0&index=6 I’ve managed to use 5-fingers tracking on my mesh, great tutorial btw !