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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.

Product Version: UE 4.13
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asked Oct 03 '16 at 03:10 PM in VR

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Teapot Creation
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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.

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answered Oct 07 '16 at 10:08 AM

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Teapot Creation
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avatar image Andybauer Mar 10 '17 at 09:48 AM

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



avatar image Teapot Creation Mar 10 '17 at 11:05 AM

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 : alt text

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 !

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