VR Expansion Plugin

Hello , am trying to import a skeletal hand mesh to be used instead of the mannequin’s skeletal mesh for PhysicsHands with Curl. Up until now everything is fine but, i got to the point where i simply cannot understand how the earth you 've done the physics asset for the hand! You got simple convex collisions, but it seems to my knowledge impossible to transfer those to the root bone!

So i tried adding capsule shapes as it’s quite close to the what i need for a humanoid hand. Now i see that capsule although the naming is correct ( index_01,02 etc ) and location/rotation, i get offsets while testing inengine :frowning:

The Rootbone capsule for hand/palm collision seems to be the only one working as it should, but fingers get strange offsets. Maybe has to do with the location of the rootbone?

Thank you!

**EDIT **: ok i couldnt find how you did it, but i’ve imported UCX for the hand on a static mesh and imported them for the root bone. My offset issue was caused on grasping hand bp, when it sets welded bone driver, also removing it seemed to fix the physics hand jittering on grabed objects. In case anyone had that issue here it is :slight_smile: