Get Hand Skeletal Mesh
Updated: Apr 15, 2026
Creates a runtime hand skeletal mesh from tracked hand data.
GetHandSkeletalMesh generates a USkeletalMesh at runtime from the tracked hand skeleton and mesh data provided by the OculusXR hand tracking system. The function populates the supplied skeletal mesh object with bone hierarchy and vertex data matching the specified hand.
In most cases, UOculusXRHandComponent handles mesh creation automatically during BeginPlay. Use GetHandSkeletalMesh directly when you need custom hand mesh generation without relying on the component.
The C++ equivalent of this Blueprint is UOculusXRInputFunctionLibrary::GetHandSkeletalMesh, declared in OculusXRInputFunctionLibrary.h.
- HandSkeletalMesh: A
USkeletalMesh object that the function populates with bone and vertex data at runtime. - Skeleton Type: Specifies which hand’s bone hierarchy to use. One of the following
EOculusXRHandType enum values:
- Mesh Type: Specifies which hand’s vertex and surface data to use. One of the following
EOculusXRHandType enum values:
- World to Meters: Scaling factor from world units to meters, used to scale the skeletal mesh to match the game world’s unit system. Defaults to
100.0f (Unreal Engine’s standard scale of 100 centimeters per meter).
- HandSkeletalMesh: The same
USkeletalMesh object passed as input, now populated with the generated hand mesh data. - Return Value: Boolean that indicates if the operation was successful.