VR Poseable Mesh / Oculus Hand Component

Evening all,

I’m currently playing around with the Oculus VR stuff (which is amazing) and I’ve been trying to attach stuff to my hand skeleton by individual bones, which is an Oculus hand component (which is a child of Poseable Mesh). I’m having no luck with attachments and I’m wondering if I’m missing something really simple, or if it just isn’t accessible via BP?

Any thoughts/etc on this is great - searching online I’ve hit a dead end!

Thanks!

EDIT: Realised I didn’t say what I’d tried - attachComponentToComponent and attachActorToComponent with bone names specified, but it doesn’t seem to go to the actual bone specified.

For anyone trying this you’ll have to attach to the physics objects rather than the bones.

Hi Boruki, I’ve also came across this subject, It seems very quiet on the net. Could you please expand a little on your process for working with the physics of the mesh and not with the bones?

Apologies - I’ve not logged on in ages. I’ve also not played with this project in ages either! I believe I meant the physics assets associated with each bone rather than the skeletal mesh. If that makes sense?