Attach actor to Motion Controller without clipping through geometry?

Hi Devs! I know this question has been asked plenty but I’ve never found a good answer :frowning:

I’ve tried both of the popular ways to attach things to one another:

  1. AttachToComponent (directly to the MotionController) - easy, efficient, and very precise. Only trouble is that it allows the player to clip the object through the world with ease.
  2. Physics Handle - A little trickier but doable. Has the handy feature of not forcing object through geometry. Only trouble with this one is the movement delay. The fact that it lags behind the controller feels particularly sluggish when it’s a pistol, or some easily handheld item. I have tried cranking the stiffness up to extreme levels, and that just seems to make the clipping avoidance very… aggressive. Still doesn’t get rid of the delay entirely, either.

Being a picky man, I want the best of both worlds. I’d like the quick, precise movement of an attachment with the clipping avoidance of a physics handle.

Is this something that Unreal Engine can accomplish?

You could try tracing from the position of the motion controller outward and detach held objects if the controller is getting too close to obstructing geometry. It probably won’t feel too great to the player, though.

Unfortunately this kinda seems like one of those inherent limitations of VR. Unless you have an exact 1:1 mapping of real world obstructions to virtual ones, you’re always going to have to contend with some amount of clipping.