About 'Connecting a LeftHandController'!

In this video(objectives)…

  1. Create the PaletteMenuHandController.
  2. Add and spawn a left hand controller.
  3. Connecting in blueprint.
  4. Setting the MotionController hand.

After watching(learning outcomes)…

Revision of the HandController architecture.

(Unique Video Reference: 39_LP_VR2)

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Remember, if you are using UE4 4.23 or higher, the motion source uses FStrings instead of the Enum states. I had to change my code as follows:

virtual void TriggerPressed() {}
virtual void TriggerReleased() {}
void SetHand(FString Hand);

void AHandControllerBase::SetHand(FString Hand)
if (Hand == “Left”) {
else if (Hand == “Right”) {

void AVRPawn::BeginPlay()

if (RightHandControllerClass) {
	RightHandController = GetWorld()->SpawnActor<AHandControllerBase>(RightHandControllerClass);
	RightHandController->AttachToComponent(GetRootComponent(), FAttachmentTransformRules::SnapToTargetIncludingScale);
	RightHandController->SetHand("Right"); //Use FString here instead of Enum
	RightHandController->SetOwner(this); //SetOwner must be included for 4.23 or higher

if (LeftHandControllerClass) {
	LeftHandController = GetWorld()->SpawnActor<AHandControllerBase>(LeftHandControllerClass);
	LeftHandController->AttachToComponent(GetRootComponent(), FAttachmentTransformRules::SnapToTargetIncludingScale);
	LeftHandController->SetHand("Left"); //Use FString here instead of Enum
	LeftHandController->SetOwner(this); //SetOwner must be included for 4.23 or higher