Hand mesh collision

Hi there.

Is there a way to block the move of a hand mesh (attached to my controller) so that the hand doesn’t pass through walls and so ?
As an example, in Valve’s “The Lab”, there is a whiteboard ; when using a pen on it, the pen stays ON the board, even if the hand goes far away through the wall. (but there is no hand mesh).
Thanks !

working on 4.13.1 with HTC Vive and controllers.

Alright,
I finally used a relative transform when hitting a collision capsule. I had to move the hand mesh instead of trying to move the controller (which cannot be moved, though).
It pass through the board sometimes but globally it’s working.

Could you please explain a bit further on how you did it? I’m really interested in this issue as well.

Cheers,

Sure !
I’ve set up a capsule collision attached to my motion controller (but NOT to the hand mesh).
On event tick, I’ve put a gate as show here :

On collision with the board (tag added to the mesh in scene), I limit the Y axis of the hand mesh so it stays on the surface of the board. Here is the Y axis because the board is facing the world Y axis.
As the collision ends, I set the world location of the hand mesh on the motion controller again, with some relative location adjustments. I had to add a “do once” node so that the hand mesh doesn’t jitter. This do once is reset each time the hand collides the board.

Hope it’s clear enough !