VR Development with Unreal Engine: Head Mounted VR v3.0 Update
- Andrew Yemets
- Jun 22
- 3 min read
Updated: Jun 23

Introduction To Head Mounted VR 3.0 (Unreal Engine 5.6)
Head Mounted VR v3.0 is here, bringing a transformative update to VR development within Unreal Engine. This release introduces cutting-edge features like an overhauled grab system, enhanced hand collision, and significant performance optimizations, tailored for VR developers seeking to create immersive, high-performance experiences. Whether you're building games, simulations, or interactive tools, v3.0 offers the tools to elevate your projects.
Key Features
VR Hand Auto Rotation: "Align hands seamlessly to surfaces – Automatically adjust rotation to match nearest objects, just like Half-Life: Alyx."
Physics Asset-Based Hand Collision: Ditch component-based collisions – New system uses a physics assets-driven approach for smoother interactions and small ms latency.
Multiple Finger IK Presets: Grab, grip, and interact naturally – Switch between finger presets (inspired by Half-Life: Alyx) for different objects. Customize grips for tools, weapons, or delicate items.
Primitive Snap for Grab Components: Precision alignment made easy – Snap hands to cylinders, spheres, lines, or squares. Automatically match hand orientation (e.g., cylinder’s up vector) for realistic object handling.
New In 3.0 Update
VR Hand Auto Rotation
When the player wants to grab an object, this feature suggests the best orientation for the hand, aligning it seamlessly to the nearest surface. Automatically adjust rotation to match objects for intuitive and immersive interactions.

Inspired by Half-Life: Alyx
The auto-rotation feature is inspired by mechanics in Half-Life: Alyx, where the hand always aligns perfectly with objects. This creates a seamless blend with the environment, making interactions feel natural and immersive. Our implementation takes this concept and adapts it for developers using Unreal Engine, ensuring the same level of precision and fluidity.
Optional Feature
We understand that every project is unique, so this feature is entirely optional. Developers can easily toggle it on or off based on the needs of their VR experience. Whether you want precise hand alignment or prefer manual control, the choice is yours.
Physics Asset-Based Hand Collision
Why We Rebuilt Collisions
Our new physics asset-driven system replaces the old weld-style component approach, delivering smoother interactions and low ms latency—critical for maintaining immersion in fast-paced VR environments. The old component method will be still available in the VR Hand Blueprint settings.
Why It Matters
Performance
Easy Integration

Multiple Finger IK Presets
This feature allows you to switch between multiple finger IK configurations, inspired by the innovative mechanics in Half-Life: Alyx. With this, you can customize grips for various objects — ensuring your VR hands adapt naturally to different interactions.


Inspired by Half-Life: Alyx

Primitive Snap for Grab Components
Precision alignment made easy – Snap hands to cylinders, spheres, lines, or squares. Automatically match hand orientation (e.g., cylinder’s up vector) for realistic object handling.


New Grab Methods
Static Animation + Component Positioning
What it does: Combines pre-baked hand animations with dynamic positional offsets which rely on component's position.
IK Animation + Component Positioning
What’s new: Inverse Kinematics (IK) blended with component's position/rotation.
Additional:
Reflect Axes: Mirror hand positions across X, Y, or Z axes—ideal for ambidextrous interactions. Conclusion
Follow Us
Stay connected with the Head Mounted VR community to keep up with the latest updates, best practices, and insights:
Follow on X for quick tips and news.
Join our Discord to connect with other VR developers and share your experiences.
Check out the Official Marketplace Page download the Head Mounted VR plugin.