Wrist Rotation Limits in VR

Hello. I have developed a full body IK for VR and I am having trouble setting up the control rig so that the wrist bones rotate realistically like a human wrist instead of having the ability to rotate 360 degrees. I’ve tried to tackle this issue through adding constraints for the hand bones (my skeleton was built off of SK_Manny) and I’ve also attempted the clamp method and can’t seem to set it up correctly regardless of any degree amounts I utilized. I’ve also attempted to build a full body IK and set up the rotation limits this way and am unsuccessful. Can somebody please help me tackle this?

In order to make VR players visible as a full body character for other players in my cross platform multiplayer project, I am currently try to accomplish the same. Regarding rotation constraints of the bones, this should actually work by setting the min/max values for each bone in the Full Body IK node.

My full body VR player is very basic and right now I don’t have any bone rotation limits set. Currently struggling to get the head movement aligned to the VR headset. Additionally I have implemented a similar behavior like the characters in VRChat. So the third person character is kind of a puppet, controlled by the default VRPawn.