VR Hands Procedural Grab Pro

You don’t allow more than 1 answer but it’s a problem because I need (and currently do) to work on 4 versions for VR:

  1. for a standalone apps for the HTC Focus vision, they currently do not support android SDK 33 which means I can only work with UE 5.3.2
  2. Standalone meta can easily be 5.6.1
  3. I always make sure my standalone projects support 5.4.4 because other than the Meta, this is what other headsets use
  4. Thankfully, for PC VR I can use 5.7, which is really good performance-wise

But yes, I personally think you can drop the 5.2 and below :wink:

2 Likes

I’ve been using this plugin for a couple of weeks and it’s great.

Recently, I encountered a strange issue: when I play with the plugin’s VR Pawn, the hands do not appear in VR spectator mode. However, when I use the default VR Pawn from the VR Template, the hands display correctly. Could you please advise why this happens?

Uncheck only owner see (hands mesh comp)

K. I’ll try it when I’m back at my PC with VR and let you know

Everything works as expected!
Thanks for the awesome pack :flexed_biceps:

1 Like

great plugin, thanks

Major problems on my side:

This is now the second night that I go to sleep, wake up, and things just don’t work anymore.
This time it is the teleportation. It’s like this plugin updates or something, and then everything breaks - this makes it impossible for me to progress since the only way to fix it is to start over.

Also, the gun only snaps to the proper position after grabbing and releasing it a few times - this is a massive immersion-breaking bug.

Could you describe exactly what changed? When you say “everything breaks,” it’s hard to understand what part stopped working. Do you mean something stopped working inside your project after reopening it, or are you seeing the same issue in a clean setup too?

Also, can you confirm this for me: does the teleport problem happen in the default demo scene (Example/Demo map) as well, or only in your own project?

Problem could be with your input settings

I just tested the latest version on my side and I can’t reproduce this. Teleportation works normally in the demo, and the gun snaps correctly on the first grab as expected.

A quick note: the plugin doesn’t auto-update by itself overnight. If something changes between sessions, it’s usually caused by project-side changes, engine/plugin version mismatch, or input/VR template settings being overridden.
Which UE version are you using ?

It’s hard to explain, each time something else breaks and then I start over.
I have not added anything custom yet.

I am using 5.6.

I am considering just using everything from the plugin folder and making changes there, rather than trying the VR Template route. Will this be more stable?

The safest approach is to keep the plugin folder untouched, use the demo project or VR Template as your base, and make all custom changes inside your own project content, not inside the plugin directory.

However, if you really need to modify something inside the plugin, the safest way is to copy it into your project first.

Go to:
Program Files → Epic Games → UE_5.6 → Engine → Plugins → Marketplace

Find the plugin folder and rename it, for example:
VRHandsProceduralGrabPro_DISABLED

Then copy the original plugin folder into:
YourProject/Plugins/VRHandsProceduralGrabPro

Keep the original plugin name in the project folder.

The important thing is to make sure only one copy of the plugin is active. Having both the Marketplace version and the project version enabled at the same time can cause unpredictable issues.

Once the plugin is inside your project’s Plugins folder, it will no longer be affected by Launcher updates, so your changes won’t get overwritten.

Finally, check inside the Editor’s Plugins window to confirm that the project-level plugin is the one being used. Only one version should be active.

I’m struggling to understand your explanation.

How can I keep the original and have a copy, but at the same time only have one copy?

Also, using the VR Template route causes a lot of inconsistencies, like the pistol grab only grabbing properly after 3 attempts.

go to \Program Files\Epic Games\UE_5.6\Engine\Plugins\Marketplace\VRHandsProceduralGrabPro (or it can be named differently like (VRHands234k3fgg)
Cut this folder (ctrl x)
Go to your project where your YourGame.uproject is located
Create Folder “Plugins” and paste the plugin inside that folder.

P.S Just Created brand new 5.6 project with vr template and snapping works as expected (video below)

Just got back home, I started over and used a child instance of your VRPawn - this works!
However, I have ran into another struggle. This is not a bug on your side or on the other asset packs side, but I was hoping you might know how to fix this.

I am using a full-body VR IK system that mimics the hand and camera movement, but since the left hand is set to Mirror, the procedural finger collision movement on the full-body IK is inverted.

Edit - Another problem, the trigger only closes hands after I have picked the gun up for the first time. This also prevents the pull option from working until I pick the gun up first.

I am not sure why these things are happening on my side. All I did was to use the child instance as is, with the added human custom hands :sweat_smile:

Also getting this error -

that is not an error , that is a warning
Open BP_HandPreview_r And BP_HandPreview_l
and in construction instead of reset relative transform add this

Compatibility with third-party plugins goes beyond the scope of this plugin’s support. Since each external IK or character system has its own implementation details, I can’t guarantee full compatibility or provide dedicated support for those integrations. Hope you understand.

Possible input conflict / override scenario:

Another plugin or his full-body system may be adding its own Input Mapping Context (or binding the same actions), and your grab inputs only start working after some other event (like grabbing the gun)

Got it working!

Not sure what was wrong, but after starting in a fresh project and migrating all my assets over, it finally worked!

@iD.P any update on hand tracking ?