Hand Functions

Arms, shoulders with IK


Migrate 1st person folder from UE4 to UE5

Open the Arm mesh → create asset → anim BP
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Create follow 4 variables:
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Create 2 Fabrik
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Go to event graph, set as this (to force the hand back to where world origin is):
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Back to anim graph
On both Fabrik nodes,
change effector transform space to world space, and rotation to Copy target rotation
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On 1st Fabrik, set tip bone (target bone to reach, i.e. hand) and root bone (relatively stationary, i.e. shoulder and elbow) as below:
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2nd Fabrik set to R instead
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Set below (to let fabrik make shoulder and arm part stationary)
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to fine tune hand movement, add transfrom modify bone node,
set details bone to modify to hand_r; Rotation mode to add to existing, rotaion z as 180
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Also, rotation space to bond space (to correct position on the hand)
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on 2nd node (as left hand), set as right hand details, but rotation on x as 180 instead
Connect the graph:
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P.S. I readjust the rotation on both bone to fit the hands as in video, but still get problem when test in game
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Go to VR Pawn (to put the arms below the camera):

Add components child under camera, skeletal mesh as arm, change anim bp and mesh of it
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adjust its location and rotation to fit just under camera
go to event graph, begin play node:
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Disable meshes of motioncontroller left and right
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Test the game

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