Collision problem between object in hand and other objects

I’m working on a drum VR game for a school project and I’m having problems with the collisions between the drum stick and the drum.
The collisions work when the stick is dropped on the drum, but when the stick is picked up by the player and the player tries to hit the drum, the collisions don’t work.
I was wondering there is anyway to fix the collisions and possibly make a sound play when the drum is hit by the stick.

Thanks

Maybe you could put a fitted collision box on the drum, and a small collision sphere on the end of the drum stick, then use ‘ActorOverlapBegin’ to trigger your sound, AND HAPTIC FEEDBACK!! ? , The stick will still go through, BUT you will probably be able to play double beats by triggering from above and below, like in the primitive but fun: ‘EXA INFINITE INSTRUMENT’. Maybe get the source code for the now defunct but amazing SOUNDSTAGE VR , I remember it being available on Github, but not if that was the source or not…

Also:
there’s a blueprint node named “Set Actor Enable Collision” Which lets you to enable/disable collision for any actor.
used with:

  • “Set Collision Enabled” is called on a “PrimitiveComponent”, or in other words a component contained within the actor. Allows you to choose between no collision, no physics collision, and collision enabled. No guarantee, but a couple clues to work form :slight_smile:

I found this in another post: You might get something out of it:

Pickup Obj Collision Response:

I got an example Pickup that can collide with the World if it is detached, it also collides with other Physic Objects when attached + trigger events in trigger volumes etc.

However, if your Pickup is attached on your MotionController, you will go through static objects. This is the default design choice in Unreal, because the player is free in reality. There are no objects around him. So, if there is a table in VR in front of him, you shouldn’t block his hands or the object nor shouldn’t you offset the hand. Your player will just lose control.

Back to my example: To make this work you can fiddle around with Collision Responses, but in my case I added a new Object Type called VRGrab in the Project settings under Collision. The Pickup Static Mesh has Collision Enabled (Query and Physics). It ignores most of the other Objects, but it overlaps with WorldDynamic (that’s for the trigger events). I also block with other VRGrab objects (block other pickups, so you can grab a pickup and slap other pickups)

Trigger volumes are usually set up like so: Collision Enabled (Query), Object Type (WorldDynamic) and they overlap with every other Object Type. So, if you added the new Object Type VRGrab, make sure your Trigger Volume has checked Overlap with VRGrab.