VR Expansion Plugin

Hey, thanks a lot for the reply. That’s what I thought, but they were all default.

I set the relative location after attaching it, and then verified the loc/rot/scale of the PRA. The PRA transform is default (sorry I didn’t expand the rotation fully in the ss, but it is in fact 0,0,0). Sorry, when I saw your first suggestion last week, I wrongfully interpreted it as adding a new PRA to the camera. The inherited one the VR_Character comes with works perfectly with no issue. The non-inherited ones don’t work right for me. They were good in the viewport, but bad in game (made sure all collisions on the meshes were off).

On a side, seeing that the PRA needs to have a default transform relative to the camera, from what I can tell there isn’t an “easy” way to maintain the offset because I change the parent at runtime. What I wanted to do was unparent the skel mesh from the PRA, translate it to the motion controller and reparent it to that (and vice versa), but once I unparent it from the PRA I lose the offset.

But, I accomplished exactly what I wanted by doing the following (it’s dirty):

①Created an invisible skel mesh with 1 bone and added 2 sockets to it (to serve as the offset retainers for each skel mesh’s holster rotation/location)
②Set the invisible skel mesh as the child of the Inherited Parent Root Attachment.
③Added 2 skel meshes as children of the invisible skel mesh (referencing its respective sockets).

Granted I’m not doing something wrong, here’s a suggestion:
Would be cool if the Inherited PRA had 1 bone in it to which sockets could be attached.