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MiHnix
5 months agoHonored Guest
[UE5.5.4 | Meta XR v77] Only First Mesh Is Grabbable with iSDKGrabbable
Hi All :)
Setup:
- Unreal Engine: 5.5.4
- Meta XR Plugin: v77
- Meta Interaction SDK: v77
My actor’s structure:
- Multiple static mesh components attached.
- Each mesh has its own iSDKGrabbable component, configured for both hand and ray grab.
- Collider Mode on each is set to Find Static Mesh.
- An IsdkGrabTransformer is attached to the root of the actor.
- Distance Grab Motion: Isdk Manipulate in Place Grab Motion
Problem:
- I can point and grab (distance grab) the first mesh only.
- When I try to distance grab the second mesh (or any others), nothing happens—no grab, no feedback.
Questions:
- Is there a known issue with multiple iSDKGrabbable components on one actor?
- Are there limitations on grabbing multiple meshes within a single actor?
- Any ideas, fixes, or workarounds?
Thanks!
1 Reply
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- Bit_RotMeta Employee
Hi there!
Thanks for posting!To answer your first two questions, there should be no issues using multiple IsdkGrabbable components on one actor. There aren’t any limitations I can think of - you can use as many IsdkGrabbable components as you like, and even use multiple IsdkGrabTransformer components, with each IsdkGrabbable assigned to its own IsdkGrabTransformer.
You are right that the Find Static Mesh option will only find the first static mesh in the scene component hierarchy - that is working as designed, and was intended for simple use cases where you have a single static mesh.
Your next best bet is probably the Find By Name option. This allows you to provide the component you want to use as a collider by specifying that component’s name in the Collider Name property.You can also set the grab collider manually in Blueprint or C++ with the SetGrabCollider() node/method on IsdkGrabbable, which may be another good option for you.
Otherwise, the Sphere and Box modes allow you to use customizable sphere or box colliders that you can visualize directly in the viewport. I find that these modes give you “good enough” collision for most use cases and should generally be more performant than using a complex static mesh for collision.
More information can be found in the tool tip for the Collider Mode property.
Hope this helps!
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