Hello!
I want to know how can I have collision on the VR default hands in 5.3? First of all, I am a beginner in VR and Unreal, so I don’t know if it is collision that I need or physics on the hand
Second, I know there are some tutorials/explanations out there but from what I saw, in those tutorials you can’t teleport anymore. And I would like to know how can I keep those default VR hands with the teleportation method, and add the collision/physics to them? My wish is to have something like in that VRGK project (I know there it is a full rigged body but I am speaking only about how the hands are made there), or Half Life Alyx, or any other templates that the hands are with teleportation (and/or smooth locomotion), plus collision/physics.
As a fellow beginner in VR and Unreal, I resonate with your desire to integrate collision or physics into the default VR hands while maintaining teleportation functionality. It’s indeed a common challenge faced by many VR developers. While tutorials often provide solutions, they sometimes sacrifice teleportation mechanics.
Considering your goal of retaining teleportation with collision/physics-enabled hands, you might want to explore customizing existing VR templates or projects like VRGK or Half Life Alyx. These projects often showcase advanced hand interactions while preserving locomotion methods.
A possible approach could involve adding collision or physics components to the hand models within the VR project, ensuring they interact realistically with the environment while still allowing teleportation. Experimenting with the physics settings and collision shapes can help achieve the desired behavior.
Remember, it’s a journey of exploration and learning, so don’t hesitate to experiment and iterate until you find the solution that best fits your project’s needs. Good luck with your VR development endeavors!
I understand and I thank you the response .
I will follow your advice to add collision/physics to the default hands of the VR Template. But I have a question…how can I do that? I opened the VR Pawn blueprint and there are the left and right motion controllers, but I don’t know that to enable…
And one more thing, if Simulate Physics si greyed out, is that a problem? I know that I need a Physical Asset (in this case, for the hands), but what is the correct way to make that for VR?