VR Expansion Plugin

So I ended up just setting everything to kinematic for the clientside view and only simulating on grip, or on enough damage to warrant a movement input disable, allowing the player to stumble realistically. It’s not ideal, but it still looks good for the VR player and thats the priority… Thanks for the help… Just to pick your brain real quick though, regarding blade melee physics. I saw your MeleeBase actor, was wondering if you could elaborate a bit on the blueprint work you had in there?And how does it tie in to the GS script?

Personally I was planning on going the walking dead method, and having a constraint spawn on impact point based on velocity, then only allowing movement on the X(or whatever the blades impale axis is) axis…Disabling collision between the meshes too. Though, i’m not sure how I’d add a resistance to the push or pull, or whether I could add wiggle room for the other axis’ based on how much the grip is pulling or pushing. Your input would be interesting…
And thanks again for the help on the other topic, if I manage to fix the actual issue, i’ll let you know of the solution incase it has anything to do with the uGrippableSkeletalMeshComponent