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How to add collision to VR motion controller?

I would like to add collision to VR hands so they don"t go through other objects. I don"t want to set simulate physics to true for every object I have in the level. I am using HTC Vive. Thanks.

Product Version: UE 4.18
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asked Feb 12 '18 at 07:49 AM in Blueprint Scripting

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Berkem
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avatar image abhishek_wave Sep 15 '18 at 07:02 PM

Did you figure it out? I have the same issue.

avatar image Berkem Sep 16 '18 at 12:42 PM

I ended up having another hand mesh in the level which is attached to the original hand by physics handle. This "fake" hand's location and rotation is the same as originals. Then I hid the original hand mesh so when you move your hand what you see is the "fake" hand mesh following the invisible original hand mesh and colliding with environment.

avatar image Alex O ♦♦ STAFF Sep 16 '18 at 06:24 PM

Thanks Berkem!

I would agree that this is the best approach for this.

avatar image robodev Oct 12 '18 at 02:32 AM

Hi I'm sorry to bug you but is there a way you could show your work for this? I have this same question and would love some help

avatar image Berkem Oct 13 '18 at 05:48 AM

It's been a while.. I don't know if I still have it. There is a tutorial on Youtube that might be useful: https://www.youtube.com/watch?v=L6d1rrg-J6s&list=PLT4SeajOa6mbwXsjH7Pn7qWyUkUtpHDjR

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I don"t want to set simulate physics to true for every object I have in the level

If you are not simulating physics on the object, then the object will not be moved when it is hit and simply stay in place. The collision should still be called, but it won't actually move.

You are best adding a capsule or sphere to the hand, and setting up a specific Collision Channel in the project settings, maybe called "Hands". Then, you can just check that channel on the objects, rather than against everything else, to see if the hand hits it.

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answered Feb 12 '18 at 10:28 AM

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Dune
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