Weird Mesh Offset with VR Hands

Morning all,

I’ve got a weird situation with the hands in my VR games.

I’m using a mirrored skeletal hand mesh which is then attached to a floating cube to allow for surface interaction. Although I think the issue handed without the cube/constraint in the middle anyway.

The left hand is simply flipped on one axis.

When the hands grab an item, it’s attached. It sits perfectly in the right hand, but is slightly offset in the left.

There is nothing different in how each hand is handled, other than one being scaled -1 on one axis to be flipped.

If I knew which bit of blueprint to share I think I’d be able to find the issue, but I’m hoping I’m not the only person to have experienced this!

(I have tried creating an entirely separate left hand model, but that’s caused some other confusing grief!)

Any help appreciated, I’m hoping it’s just something silly!

I’ve tried a few changes now, if I remove the hands from being constrained the issue no longer exists.

I’ve swapped the constraints over in case one had a strange setting - it’s made no difference. The target location/rotation is all set to 0, so shouldn’t need inverting.

I’ve also noticed the rotation of the hand is very slightly off too! Very bizzare.

Having looked around there appears to be an engine fault with mirrored skeletal meshes and their physics assets not getting mirrored properly. I think this may well then cause the issues with the constraints. It appears to be fixed from 5.2, not sure about 5.0 or 5.1.