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The entire plugin, including source code and sample content (other than the Epic Games templates content) is under the BSD-3 license including the SteamVR Hand Models.. So yes, you are able to use them freely in a commercial game as long as you abide by the terms of the license here:
https://opensource.org/licenses/BSD-3-Clause
See here to see what I mean: https://www.youtube.com/watch?v=WH8nT8IFM-I
Also, is there a workflow in place for setting custom poses for grabbing differently shaped virtual objects? Maybe I overlooked it, but I didn't find it in the wiki.
Hi,
Re: Controller visualization
Yes, the plugin has a custom animation node where you can set the Motion Range - either to output a pose with motion controller or without:
[img]https://i.imgur.com/ChkmhLy.png[/img]
The controller visualization itself can be activated, as you would normally in UE4:
[img]https://i.imgur.com/Mrlu2MX.png[/img]
Re: Custom poses
If you meant, automatically figuring out an appropriate grab pose regardless of object grabbed, no there's no built-in support for that.
Unreal however has a rich set of animation tools that can make generating poses easy from within the engine.
You can either record a pose or animation easily for use in blending using just the built-in tools in Unreal. I showed one way of doing this in a community video I made recently at around 15:34:
https://youtu.be/OJk-KB_8i_c?t=934
Hope that helps.
Cheers,
Rune