VR Hands Procedural Grab Pro

@iD.P Hello, could you add a physical door example and an example like the VR Hands Grab System plugin that allows the sword to be inserted into the body or wall in the project’s exampl

Great product, thanks for the work done.

Hi, thanks for this plugin. I downloaded your plugin yesterday and am just getting started with it. Unfortunately I was not able to make the intended changes with the movement controls.

1. After chaning the IA_HandMeshProc_Turn to R Thumbstick X-Axis the control remains on the left Thumbstick X-Axis.

2. I tried to introduce a jump via the Right Controller A button and function Jump, but it appears not to work.

3. I would like to extend the turning movment to constant turn. I saw that in the current Snap turn action a Pause Phys Sim is used before Snap Turning. Are the Procedual hands compatible with snap turning as well?

I would be happy if you could support me with my issues.

To add smooth turning and jumping actions:

Download files from here ACMovementComponent.rar (43.0 KB)

  1. Add downloaded files to your /Content folder

  2. Disconnect this Input action inside the VRPawn

  3. Add “AC_CharMovement” Component to the VRPawn

Just wanted to say thank you to everyone who has been supporting the project by purchasing the plugin and leaving reviews.

Your ratings on Fab really help and mean a lot to me. I truly appreciate everyone who has taken the time to leave one.

Thanks again for all your support! :heart:

It works very well, and I hope it can support hand tracking

Thank you very much @iD.P for providing smooth turning and jumping actions and install instructions. I followed the instructions.

1. Extract zip content into the project content folder.

2. Disconnect the Snap Turn Trigger in the VRPawn BP

3. Added AC_CharMovement

Everything was successfully compiled and saved. Unfortunately only walking forward and backward (via left joystick y axis) and teleportation via right stick x y axis work. Both controllers x axis or a button usage do not work. The input bindings for my Index Controllers in IMC_Movement appear to be correct.

Do you know what might cause that issues?

I was also thinking about using MCP Claude to figure out what is wrong on my end. Might try that as sson as the plugin supports Ue 5.8 as well =)

It might be the input context priorities , try to change to higher values from 0 to 1 , 2 or 3. Enhanced input is a tricky thing

Thanks for your reply again. Changing to higher values from 0 to 1 , 2 or 3 in the Add Mapping Context of “Get Controller For Input” did not make it work. The x axis of both controllers do not return print values. Changing other parameters (in IMC_Movement or IMC_Default) and flows (e.g. BP_VRPawnProcedural) did not make it work either).

Currently I have no better idea than trying to setup a new project from scratch and hope it will work :-/

Good evening again,

Today I setup a fresh 5.8 VR Template project and followed the instructions of https://www.youtube.com/watch?v=POnHDlsOoUM&t=15s as well as the the description from you post 6 days ago where you also provided the ACMovementComponent.rar

The result was the same. Left Thumbstick y-axis works for walking forward and backward, as well as right thumbstick y-axis for jump telportation. But the thumbstick controls of the x-axis as well as the jump via a did not work.

Unfortunately using Claude via MCP plugin for fixing the cause of these issues for 3+ hours was also not successful.

Have you got any other advice of how I could get the smooth turn and jump working?

Good evening, here is another update.

When setting up a project without using ACMovementComponent.rar Claude with MCP server was capable of implementing smooth turning via the right thumbstick x-axis as well as jumping and crouching. Currently the only thing that need to be improved are the VR hands drifting while walking and turning. Other than that I am very happy with the current result.

It looks like Claude managed to solve the input issues you were having.

Now I’d suggest trying the provided ACMovementComponent setup again, since it should help address the hand drifting issue while turning. Or at least look inside it and you ll figure out how it works

This asset is amazing! Just bought it and it works perfectly with my ue 5.2 project.