I have some custom hands set up similar to how they are in the VR project, where I reuse the right hand mesh with inverted scale for the left hand.
There’s a socket on the mesh of a Grippable Static Mesh Object where X, Y and Z is changed (none are 0). It works good on one hand, but the Y is flipped on the other. I was thinking of multiplying the Y by -1 before the attach but I think the attach/parenting happens in code.
Edit:
I think I found what I should be using.
Set the gameplay tag “HasSeperateSocketsPerHand” (on the grippable static mesh? I assume) and then create 2 different sockets named “VRGripLeft” and “VRGripRight” on the mesh.
Next Edit:
I added the HasSeperateSocketsPerHand game tag to the Grippable Static Mesh Base Class (verified it’s still there for the child Actor I’m testing it with), but it seems VRGripLeft, VRGripRight isn’t recognized. (tried VRTouchGripLeft/Right, too even though I’m on a Vive, but that didn’t work either)
I’m using a VRExP from a week or 2 ago (4.17.1).