The UxtHandConstraint only works in the editor for me.
When running the app on the device, the actor which has the constraint just stands around, not being constrained to the hand at all. The actor is movable, otherwise i think it wouldn't work in the editor either.
Like written above, works perfectly fine in the editor.
Like shown in examples, my pawn spawns two UxtHandInteractionActor, one for the left hand, one for the right hand.
The UxtHandConstraint has AutoActivate set, so this shouldn't be the problem. Also, the other components, like for example the UxtFollow component (which i use on another actor) works fine in editor and on the device.
The UxtHandConstraint only works in the editor for me. When running the app on the device, the actor which has the constraint just stands around, not being constrained to the hand at all. The actor is movable, otherwise i think it wouldn't work in the editor either. Like written above, works perfectly fine in the editor.
Like shown in examples, my pawn spawns two UxtHandInteractionActor, one for the left hand, one for the right hand. The UxtHandConstraint has AutoActivate set, so this shouldn't be the problem. Also, the other components, like for example the UxtFollow component (which i use on another actor) works fine in editor and on the device.
Screenshot of it working in the editor:![image](https://user-images.githubusercontent.com/11638143/93334591-77773180-f825-11ea-85db-e05d7b58f140.png)
Screenshot of the UxtHandConstraint:![image](https://user-images.githubusercontent.com/11638143/93334639-8b229800-f825-11ea-8a95-ecd3922a3a0b.png)