I still cannot spawn the grasping hands without SteamVR. I can grab in game, but the hand mesh itself is not visible. It doesn’t spawn on your example map either without SteamVR enabled. Just tried a fresh pull from the repo, disabled SteamVR, bypassed OpenVR nodes, hands don’t spawn. They are not even visible in the content browser. Any suggestions? Thanks ![]()
Typically just using a VRcharacter and running the movement logic should work fine?
Are you trying to port the example template to your project instead?
Check the animbp for compilation errors, I had to pull out the steamvr hand curl mock up from the animbp because even just being in there unhooked was screwing over quest packaging. A brand new pull of the repo shouldn’t have that issue though.
Other than that, nothing related to steamvr with those hands, so should work fine.
Hi again,
Just a quick question: What is the current status of the “Grippable skeletal mesh”? In the past you could grab only the root bone, then I vaguely remember reading that there was an update on , but I can’t find the post. Is it possible to grab per bone now? If so, is everything controlled by the same VRGrip Interface settings?
I removed the pawn that was in the default template. And in my project, I began to repeat your lessons from the very beginning. I installed a new start player. Created VRCharacter … etc.
Everything as you show in your lesson.
First, I repeated your lessons in an empty template and everything worked out for me. The controller captures both the cube and the ball without any problems.
But when I repeat the same thing already in my project, it does not work.
I deleted all the blueprints previously created in the VR template. And he transferred the project from a successfully created lesson. And hallelujah!
But then I understand that I will constantly face new problems.
It is a pity that everything that I studied earlier in UE, does not work in VR.
I would really like to talk more with a person like you. And get invaluable experience in the work of VR. What is needed for ?
I have been working as a computer graphics artist for 30 years (3D mainly). I make various visual effects for television and advertising. Engaged in industrial design. And to be honest, I’m a little bored. Half a year ago, I first put on my VR helmet and I literally fell in love with thing. I devote all the time to business and I even got into trouble at work))
(I am not at all familiar with programming, but I consider myself a good artist))
Thank. Regards Konstantin
Hay!
Im currently messing around with the example scene, at least i try though…
By default i have no hands, but the index knuckles. I tried to get them dang hands back by setting up the Vive_Pawn_Character. I am able to possess the vive hands, but they keep being offset from the knuckles i actually controle insinde the scene.
So now i have 4 hands…actually kinda nice though…
Can someone give a brief instruction on how to get the standard UE template hands with all of their functions please? or even better: how to get the nicer hands (vr_glove models) from the examplescenecontent?
I went through some pages now with no results, so just a page no. or some keywords would be great, if solved already.
Thanks in advance!
Best,
Instead of using the Vive_Pawn, create a new blueprint class, inherit from VRCharacter. Open the blueprint and add a Skeletal Mesh to the Left and RightMotionController components. Set skeletal mesh to any hand model. Start here:
https://vreue4.com/tutorial-videos?section=intro-setup
Nice, thanks man! Somehow missed out on that one…
Hace a nice day!
Ok, i watched the video but still cant figure out how to make my controllers interactive.
I copied the character BP from the video, so that it can grab things, but i doesnt work.
beside that, there is a function in video i cant get to show up:
https://www.bilder-upload.eu/thumb/613b91-1588343978.png
You can just hook up the execution pins of the ‘get gripped objects’ node after the branch, it should work. What do you mean by it doesn’t work? Are you not able to grab objects?
The problem was the Laterality variable in the GraspingHand bp. It’s type of EHand which is part of the SteamVR input function library I believe. So when I turn off SteamVR, that variable becomes invalid, and the construction script loses the references to the hand meshes.
The solution is to make another enum with LeftHand/RightHand and replace the two occurrences in the construction script. Now I am able to upload to the oculus store ![]()
However, when I try to replace the default hand mesh with my own, the right hand works properly( wow, it looks good), but the bones of the left hand are twisted. I just imported my hand meshes, retargeted to the left/right skeletons. The bone hierarchy is the exactly same. Am I supposed to change the bone transforms or anything else for the left hand?
Thanks for the reply!
Well basically im not able to do anything. In play mode i just have the knuckle controller meshes, and none of the blueprintfunctions or buttons do work.
I might have to go over everything again and see if i missed on something.
But i have created a VR_Character pawn just as in the tutorial, and inside that pawn i did all the blueprint stuff.
I also assigned the knuckles triggerbutton to do all that, but doesnt do.
Beside that i somehow have two left controllers…
How can I make hands instead of controllers?
How to make a hand squeeze and grab an object?
Thank.
And another question … does it all work on the oculus and index?
And another question (Don’t block me, please). I don’t have any idea how commands for driving modes appear on controllers. Namely, I would like not to use text labels, but to use icons.
I spent a lot of time on UE4 lessons. But the trouble is, there occurred a big problem with the collision. I found a solution only with you.
Your collision works fine! But nothing works for me from what I learned from UE4 lessons. It is sad.
I created a simple tutorial for the basics. I going to make one for hand animations and grabbing as well 
http://www.digital-messiah.com/post/creating-a-vr-character-in-unreal-engine-4
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.
Are your inputs even firing off? You need to check that and regenerate input bindings in the new steam input menu if they aren’t.
Leave a post here, if you come up with a solution ![]()



