
説明
VR Interaction System for UE5 – Procedural Hands & Physics Grab
VR Interaction Framework for Unreal Engine 5 featuring advanced physics-based procedural hands, OpenXR architecture, and fully Blueprint-driven grab mechanics.
Design physically authentic VR Hands interaction without relying on handcrafted animation sets.
Engineered for high-end VR production, this system delivers precision-driven, constraint-based hand interaction for games, simulation platforms, and professional training applications.
It leverages real-time finger motion prediction, adaptive physics constraint solving, and deep Control Rig integration to produce responsive, weight-aware hand behavior that dynamically conforms to object geometry and motion — all fully controllable through Blueprints, with no C++ required.
Built on OpenXR, the framework is optimized for performance scalability, multiplayer replication, and seamless integration with the UE5 VR Template.
Fully compatible with Quest 2, Quest 3, including standalone Android packaging support for Meta Quest devices.
Video Preview (Custom Human Hands+Default Epic's VR Hands)
Human hand meshes are not included in the project — see the documentation for instructions on how to get them for free.
[Update Released 1.2.7] Video - New Custom Pose Override & Pose Editor
[Update Released 1.2.1] Video - Remote Grab -Alyx-like Gravity Pull feature
[Tutorial] Add Custom VR Gun with interactable slider to your project.
⚙️ Features
Procedural finger motion with adaptive collision tracing (Trace + Physics-Driven methods)
Realistic one- and two-hand grabbing using physics constraints
Data Assets for per-object grab profiles and behavior tuning
Full Control Rig integration for animation blending and precision
Blueprint-ready API for grab, release, and calibration
Optimized for performance and network replication
Easy hand replacement rigged to the Epic Skeleton
Extend Functionality
Define custom grab settings for each item using Data Assets — fine-tune physics constraints, behavior, and finger response per object type.
Simply drop the procedural grab components onto any grabbable item and enjoy dynamic, fully simulated hand–object interaction that reacts to shape, mass, and motion.
Ideal For
VR developers seeking realistic, procedural hand behavior
Teams wanting dynamic interaction without handmade animations
Blueprint-based projects needing fast setup and visual debugging
Bonus Feature
VRPrintString — a lightweight, in-VR debug message system that displays text directly inside the headset for rapid iteration and testing.
Changelog — Version 1.2.4 (Alyx Gravity Pull Update)
• Improved:
Disabled the speed-drop slow-motion effect when the item gets close to the hand, resulting in a more natural pull finish.
(You can toggle this behavior via EnableSlowMo on ASC_RemoteGrabComponent in the Details panel.)
• Added:
New Catch Mode selection enum:
– Requires Second Trigger Press — classic Alyx-style catch.
– Auto Catch When Near Hand — item is automatically caught when it reaches the hand. (Now the default)
Version 1.2.7 (RELEASED), full changelog here
Only versions starting from 5.3 will receive the latest updates. Version 5.2 will remain at 1.2.6 and will not be updated in the future.






















