Advanced Procedural VR hand system with physics-based grabbing, custom item settings, Control Rig integration, and realistic two-hand control. Supports easy hand replacement rigged to the Epic Skeleton.
VR Hands Procedural Grab Pro brings lifelike VR hand interaction to Unreal Engine. It features procedural finger motion, adaptive physics constraints, Control Rig integration, and full Blueprint accessibility — ideal for VR games, simulators, and interaction systems using OpenXR.
Extend functionality with Data Assets that storecustom grab settings per item, allowing fine-tuned control over behavior, constraints, and finger response for each object type.
Simply drop the procedural grab components on any Grabbable Item and enjoy dynamic, fully simulated hand-object interactions that react to shape, mass, and movement.
Hello!
Basically: it will probably work on Quest 3 because it’s all standard Unreal + OpenXR, and it’s already working on Quest 2. I just don’t want to claim “official Quest 3 standalone support” until I’ve physically tested and confirmed it.
My question mostly about performance in standalone mode. For example offline speech recognition in PCVR takes 0.1s but on standalone mode it takes 19 second. So, it works, but senseless.
That is why, i request standalone apk demo. For example in UE default VR template
“Currently“? So there is theoretically possible implement these features in hands tracking? My project supports both “hand tracking“ and “controllers“, but i state (for me) that controller mode is legacy, and less immersive than hand tracking. So your plugin is one more step to immersion, that is why i think hand tracking support will be fantastic!
I’ve already ordered a Quest 3, and it should arrive around November 26.
Once it does, I’ll try to add full Quest 3 hand-tracking support without motion controllers
I’ve been looking for a complete VR model with C++ for a long time, but I can’t find one on the Marketplace. There are amazing ones like VR Weapons Kit – Tactical Assault Guns and Ultimate VR Template (UVRT), but these models can’t really be used to develop high-end VR projects because the physics part needs to be written in C++ for that kind of project.
FPS drops a lot in VR projects made only with Blueprints. I’d gladly pay over $100 for a plugin like that one that includes example models such as doors, drawers, and cabinet doors with physics, similar to Half-Life: Alyx, as well as realistic weapon models like shotguns, rifles, revolvers, etc.
It would also be great to have coded doors, keycards, pull grab mechanics, save/load systems, option menus, and graphics settings. I hope you can consider creating something like this it would be a great contribution to the community and help a lot of developers. Keep up the excellent work!
I can now officially confirm that the VR Hands Procedural Grab plugin fully supports Quest 2 / Quest 3 standalone launch!
There’s just one important note for anyone packaging for Android:
Make sure your plugin’s .uplugin file includes Android in the Platform Allow List — otherwise the game will crash immediately when launched on Quest devices.
Quick fix:
Go to your plugin folder
Open VRHandsProceduralGrab.uplugin in Notepad
Find the line with PlatformAllowList and modify it to:
"PlatformAllowList": ["Win64", "Android"]
(Fixed in Version 1.2.3)This issue is already fixed in the latest plugin update, so if you’re using the newest version, you don’t need to do anything