Creating hands
Now that we have a scene to work with, let's get to the meat of this chapter and start setting up some interaction.
Before we do anything else, let's improve the way we're representing the motion controllers in the scene. Currently, we're using debug meshes, which won't render correctly if our user is using a different headset from the one we used when we authored the scene. It was good enough to get us going, but now we need to replace it with something more permanent.
To get a hand mesh we can use, we're going to raid the VR Template
. It's likely that, for many of your VR projects, you'll simply begin by creating a project based on the VR Template, or you'll migrate the entire MotionController
Pawn Blueprint into a project you've created, but for our purposes here, we want to build the pawn ourselves so that we understand what's in it.
Migrating hand meshes and animations from the VR Template project
If you already have an example of the VR Template project created, use File...