Develop
Develop
Select your platform

Initialize Hand Physics

Updated: Apr 15, 2026
Initializes physics capsules on the runtime hand mesh.

Blueprint

Initialize Hand Physics

Arguments

  • Skeleton Type: One of the following EOculusXRHandType enum values:
    • None
    • HandLeft
    • HandRight
  • Hand Component: A skinned mesh component reference for the hand. If you are using UOculusXRHandComponent, physics capsules are initialized automatically when bInitializePhysics is set to true, and the results are available on the component’s CollisionCapsules property. Call this function directly only when you are managing a custom skinned mesh component outside of UOculusXRHandComponent.
  • World to Meters: Scale factor that converts world units to meters. The default value is 100.0, meaning one world unit equals one centimeter. Change this value only if your project uses a non-default world scale.

Output

  • Return Value: An array of FOculusXRCapsuleCollider structures. Each structure has the following members:
    • Capsule: A UCapsuleComponent pointer to the generated physics capsule.
    • BoneId: The EOculusXRBone value identifying the bone this capsule is attached to. Defaults to Wrist_Root.