VR Expansion Plugin

The hand meshes don’t have anything to do with the objects location, the object is mapped on to the controllers zero point itself, where your representation of the hand is from that is entirely up to you, you can move your hand position relative to the motion controller at any point.

As for skeletal meshes and root bones, due to a bug with physically simulating objects and root bones I have to add the root bones extra rotation into physics grips to support objects with a rotated root (the engine does not account for and the object will be orientated incorrectly otherwise). It may be that Epic finally fixed and I was unaware of it but you seem to be saying that the preview of the mesh is incorrect not the gripping of it for .

If you get a chance and want to pass me a PM with one of the problem Static and problem Skeletal meshes I could look at them.

The whole point of how I handle it currently is to avoid requiring people to orient meshes a specific way in order to work with the plugin.

I just dislike the concept of closing off gameplay element modifications from strictly blueprint users, the main goal of the plugin is to be a flexible back end, not a rigid front end as well.

Edit I guess they could still implement them in blueprint as well if they wanted custom ones, and I could leave the current blueprint versions intact.