Introduction
Virtual Reality is all about immersion, and nothing breaks that illusion faster than clunky hand interactions. In our latest DevLog for Head Mounted VR 3.0, we overhauled the grab system in Unreal Engine 5 to deliver smoother, smarter, and more realistic interactions. This article breaks down the New VR Grab System in UE5, its technical innovations, and why it’s a game-changer for developers.
Key Features of the Updated VR Grab System In Unreal Engine 5 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.
Live Grab Preview System (Work in Progress)
Visualize adjustments: See hand placements in real-time without playtesting.
Faster iteration: Drag, rotate, and validate poses instantly.

Bone-Based Hand IK(Optional)
How it works: Line traces run from fingertips to palm, rotating each bone sequentially.
VR Bone-based IK
Niagara-Powered Guns
Migrated from UE4’s legacy particles to Niagara in UE5.

Advanced Hip Movement
Hips adjust dynamically based on HMD and controller positions.
Behind the Scenes: Technical Breakthroughs
Parallelized Hand Physics
Faster collision updates: By offloading physics calculations to separate threads.
Conclusion
The New VR Grab System in Unreal Engine 5 isn’t just an upgrade—it’s a paradigm shift. By blending static animations, IK, and UE5’s Niagara/threading power, we’re crafting interactions that feel real. For developers, this means fewer compromises and more creativity.

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