October 2023
Normally when an object is grabbed in Unreal Engine, it's just attached to the HandMesh as a child actor. So, I have implemented procedural finger placement on the surface hit when traced from the finger. I added a spline from the location where the fingertip is present when the hand is opened to the location where the fingertip goes when the hand is closed. Then I trace along the spine in steps of length. If something is blocking the trace then we have a surface, so get the Time(in spline terms) of the location in the spline and use that as blend weight to blend the HandOpen and HandClose animation for each finger. Do that for all 10 fingers and the finger perfectly snaps to the dynamic object.
Spline based tracing to find finger placement
Blending Animation for each finger