VR Expansion Plugin

Ah, thats something that a community member added when he added a seperate left hand mesh.

Didn’t realize he edited the construction script as well and was using that var, I switched it to use the EControllerHand type. Also he imported the left hand as inversed bone facing like the manniquin has, i’m talking to him and a couple others about best setup there, I would prefer to use inverse scaled right hands for the left, but the engine has 4 seperate bugs I have ran into so far with inverse scale that effects rendering, collision, simulation.