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Improved VR Hands Physics Performance in Unreal Engine 5: Head Mounted VR Update 2.7

Introduction

In the ever-evolving landscape of Unreal Engine VR development, having the right tools at your disposal can make all the difference. The Head Mounted VR plugin, inspired by the intuitive mechanics of titles like Half-Life: Alyx, aims to deliver a comprehensive and game-ready suite of features designed for creating high-quality VR experiences. With the release of Head Mounted VR Update 2.7, developers can now take advantage of Improved VR Hands Physics Performance in Unreal Engine 5, advanced VR hands physics optimization, improved finger collision, and a new VR movement component. This update makes it easier than ever to achieve AAA-grade VR interactions and build immersive worlds that resonate with players.

In this article, we’ll explore the key enhancements in Update 2.7, from the newly introduced async physics support to crucial improvements in hand collisions, as well as subtle under-the-hood changes that enhance performance.

Unreal Engine 5 VR Physics Hands
Unreal Engine 5 VR Physics Hands

Table of Contents of Improved VR Hands Physics Performance in Unreal Engine 5

Async Physics Support for VR Hands

One of the standout improvements in Head Mounted VR Update 2.7 is the introduction of async physics support for VR Hands Component. Traditionally, VR hands were tied to the game’s main physics tick.


Async Physics Explained: Async physics allows certain calculations to run in parallel with the main game thread. For VR hands, this means physics simulations can occur off the main loop, smoothing out frame rates and reducing jitter. Developers retain the option to use more familiar methods such as substepping, but those who opt for async physics may find that it improves interaction responsiveness and overall performance. With these changes, VR hands physics optimization is now easier to achieve, enabling developers to present more lifelike and responsive hand movements without bogging down their projects.


How to turn on Async Physics Tick in Unreal Engine 5
How to turn on Async Physics Tick in Unreal Engine 5

Introducing the New VR Movement Component

The VR movement component introduced in Update 2.7 significantly streamlines how developers handle player movement within Unreal Engine VR development. Previously, movement logic was attached to the VR Player class. Now, all necessary movement functions have been moved into a dedicated component that can be attached to any Pawn or Character, creating a more modular and flexible workflow.

VR Movement Component in Unreal Engine 5
VR Movement Component in Unreal Engine 5

Key Parameter: A pivotal parameter within this component is bUsedWithVRPlayerClass. When set to true, the component seamlessly integrates with a VR Player class, automatically hooking into existing camera, collision, VR Origin and tracking parameters. If set to false, developers can specify how to find these components by class or name. This level of customization gives you granular control, whether you’re building a fully custom VR character or adapting the component to pre-existing player frameworks.

VR Player | VR Movement Component in Unreal Engine 5 Editor
VR Player | VR Movement Component in Unreal Engine 5 Editor
VR Player | VR Movement Component Settings in Unreal Engine 5 Editor
VR Player | VR Movement Component Settings in Unreal Engine 5 Editor

Fixed Motion Controller and Hand Distance Issues

Some developers encountered issues where VR hands would behave unpredictably, occasionally getting stuck in walls or other environmental obstacles. Head Mounted VR Update 2.7 addresses this head-on, fixing motion controller-hand distance problems that previously impacted immersion and fluid gameplay.


Finger Collision Performance Improvements

VR finger collision is another area that has received thoughtful enhancements. Prior to this update, finger transforms were recalculated frequently, sometimes leading to unnecessary performance overhead. The new parameter, UpdateFingerCollisionDelay, allows developers to fine-tune how often finger collisions are updated. Setting this delay to a higher value reduces updates and thus improves performance, while very low values keep finger positions highly accurate at the expense.


UpdateFingerCollisionDelay in VR Hand Component Collision Settings in Unreal Engine 5 Editor
UpdateFingerCollisionDelay in VR Hand Component Collision Settings in Unreal Engine 5 Editor

By striking the right balance, developers can optimize collision fidelity for their particular project’s needs, whether that’s a fast-paced action scenario demanding rapid response or a slower-paced puzzle environment where ultimate precision is less critical. These improvements align with the broader theme of VR hands physics optimization, letting developers customize performance trade-offs as their projects evolve.

Unreal Engine 5 VR Hands Finger Collision
Unreal Engine 5 VR Hands Finger Collision

Disabling Physics for Hands When Possible

For scenarios where hands aren’t actively manipulating objects, the ability to disable physics for hands becomes invaluable. This option, introduced in Update 2.7, pairs especially well with async tick updates, allowing developers to bypass unnecessary physics simulations when hands are at rest. This feature also fits async physics by hiding the update delay.

Don't Simulate Physics If Possible in VR Hand Component Physics Settings in Unreal Engine 5
Don't Simulate Physics If Possible in VR Hand Component Physics Settings in Unreal Engine 5

How These Improvements Benefit Your Unreal Engine VR Development

Collectively, these enhancements represent a significant step forward for the Head Mounted VR plugin. By integrating advanced features like async physics, VR movement component, refined hand distance handling, finger collision efficiency, and selective physics simulation, you’re better equipped to create compelling VR experiences that feel natural and fluid.

For developers seeking to push the boundaries of Unreal Engine VR development, Update 2.7 provides the tools to do so more effectively. Whether you’re new to the plugin or a seasoned user, these improvements streamline workflow, reduce the setup burden, and allow you to focus on building content rather than wrestling with underlying systems.


VR Hand Component Physics in Unreal Engine 5
VR Hand Component Physics in Unreal Engine 5

Conclusion: Take Your VR Project to the Next Level

Head Mounted VR Update 2.7 raises the bar for what’s possible in VR development. By smoothing out hand interactions, optimizing physics calculations, and offering flexible parameters for player movement, this update empowers developers. The result is a refined, more intuitive foundation for creating VR games that resonate with players on a deeper level.

If you’re ready to see the difference these enhancements can make, consider exploring the updated plugin and integrating it into your project pipeline. A visit to the marketplace to download the Head Mounted VR plugin might be the next logical step in achieving a smoother, more efficient Unreal Engine VR workflow. With these new capabilities at your disposal, you’ll be well on your way to crafting VR experiences that stand out in a competitive landscape.


Follow Us & Next Steps

Stay connected with the Head Mounted VR community to keep up with the latest updates, best practices, and insights:

By staying engaged and exploring what this update has to offer, you’ll ensure that your VR projects remain at the forefront of innovation and excellence in the ever-changing world of Unreal Engine VR development.

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