VR Expansion Plugin

Sorry to sidetrack .
I got a socket prob.

tl;dr
Custom Static/Skeletal Grippable Mesh actors aren’t oriented/positioned exactly mirrored in each hand, but the Template Gun_Base is.

What things might I need to make sure are good?

I have custom-made hands, and equippable items (all made in Blender). When I use them hands to pick up the grippable static mesh gun_base in the template, the gun orients perfectly! To be more specific, the position is just a little bit off, but it’s off identically so for each hand, which I assume means it’s because the pivot point on my hand is not the same as that on the mannequin hands in the template. That’s totally cool. The important thing here is that they are angled/oriented perfectly regardless of the hand I grab it with; the gun always faces forward exactly at the same angle.

I’m not getting same, exactly mirrored orientation on my own grippable static mesh and 2 grippable skeletal meshes though. The static mesh’s orientation is perfectly mirrored along UE4’s Y, but its location isn’t if I move the socket’s Y position (it’ll be distanced good from one hand but not the other).

The skeletal meshes are more effed. I spent about 6 hours today mucking with the root’s roll of the 2 skeletal items, tried orienting the entire armature in the exact same direction as that of the GunBase mesh (facing down -Y in Blender, +X in UE4) but still no luck.

Anyone familiar with Blender/UE4 reimporting know how to fix ? I think it’s likely a roll or root/armature rotation problem, but I’m not sure. I do know for a fact though, that reimporting fbx in some cases doesn’t implement all changes between the fbxs (specifically in regards to Anims, possibly armatures too I’d suspect).

The Static Grippable Mesh position prob is maybe because the origin/pivot is off from. I’m away from the work computer for the weekend (Japan time). I’ll be able to try any other solutions 2.5 days from now.