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.

does it work with The Valve headset or any other vr headsets?

yes

Great VR hand system! The procedural grabbing looks natural and the setup is very useful for realistic VR interactions. Looking forward to using it in my project.

Really enjoying this plugin so far. The procedural grabbing feels very natural, and the physics response is especially impressive when interacting with different objects.

I also really like how easy it is to work with in Blueprint. Being able to adjust the grab behavior for each object makes it very flexible for different types of VR interactions.

The tutorial videos are helpful as well, and they made it much easier to understand how to integrate the system into an existing VR project.

Overall, this is a very useful plugin for VR development in Unreal Engine. Great work, and I’m looking forward to future updates!

I’m very interested in purchasing this Plugin. I’ve been messing around making my own version of this, but its immensely complicated, likely way too unperformant when doing it through Blueprints. And yours looks, and feels amazing in a lot of ways!

Having played the March Climbing demo, I had some questions before I pull the trigger that I hope you might have the time to answer.

  1. Are there additional features you are looking to implement in the future? Or do you feel this system is complete? (It seems last update was in March?)

  2. I noticed the sword felt quite heavy at the tip, making the whole weapon slouch down in a strange feeling manner. What is causing that? Is it purely a grab/physics modification to make sure the majority of the weight is felt on the handle and cross guard? I’m asking is that issue corrected by modifications to the asset, the grab tuning, or the grab system itself?

  3. With heavy weight or strong forces, the hands can be quite unstable, twisting and turning all around. Similar to #2, how much of that can be fixed by tuning? Do you imagine there might be systemic changes on your end to make the hand more stable?

  4. This is the big one for me… How well does the grab system implement forces on constrained objects, like Levers, Doors, Chests, etc? I’d love to see examples of this, either in a demo space (the buttons are great!), or if you know of any project that has implemented these elements that use your system that you could point to, that’d be great. (Maybe someone in this community has an example as well).

  5. Climbing felt really good, except… in the demo there is no momentum or forces persisting on the Player. So no way to push yourself off of a wall or throw yourself up to a higher ledge. Is this just a case with the default Player Pawn not having physics? I imagine this is the same reason why hooking the crowbar on the ladder didn’t allow me to pull myself?

  6. Is there a technical reason why climbing has to be done on static objects? Performance concerns? I’d love to see at least being able to climb moving static meshes. I’ll hold in the dreams of recreating Behemoth or SotC with skinned mesh climbing for another day.

  7. I saw you were going to look into doing an IK full rig integration with this system, but for whatever reason, development stopped. (Totally understandable). Is there a Full Rig system that you know about on the store atm that would work best/easiest to implement with this system? Perhaps you could offer an add-on that integrates another store system into this grab system? (If that is even allowed in FAB)

Thanks for taking the time to read through these, and I look forward to any answers. Appreciate it.

I’ve noticed that some thin objects, like the tablet, sometimes get stuck in the fingers with the plugin. How can I avoid or fix that?

VR Hands works great. It has saved me a lot of time. Are there any plans to add support for hand tracking without controllers?