---
title: How to add a wrist menu in VR
product: Advanced Framework Pro
version: 2.0
engine: Unreal Engine 5.8
updated: 2026-11-01
canonical: https://docs.human-codeable.com/workflows/wrist-menu-vr.html
---

# How to add a wrist menu in VR

Advanced Framework Pro puts a panel on the player's wrist with one component, `BPC_ControllerAbility_HandUI`, on a motion controller. The panel appears when the palm turns toward the face and hides when it turns away, like a watch, with no button to press. By the end of this you will have a glanceable wrist panel with your own widget.

## At a glance

```
VR pawn › one motion controller (usually the non-dominant hand)
└─ BPC_ControllerAbility_HandUI   Widget VR = your WBP_Base widget, Appear Angle = 40°
Shows while the palm faces the head. VR only.
```

## Steps

1. Create a widget deriving from `WBP_Base` with the panel's content. Keep it small: status, a clock, a few toggles.
2. Open your VR pawn and add `BPC_ControllerAbility_HandUI` to one motion controller, usually the non-dominant hand.
3. Set **Widget VR** to your widget class.
4. Leave **Appear Angle** at 40° and adjust only if the panel is hard to summon or appears by accident.

[![The wrist panel open on an upturned palm](../images/AFS_UI_Hand_result-1600.webp?v=fd023298)](../images/AFS_UI_Hand_result-1600.webp?v=fd023298)

The wrist panel open on an upturned palm

## Notes

Anything that needs sustained attention belongs in pawn UI or the menu; see [How to make UI follow the player in VR](ui-follows-player.html) and [How to add a page to the menu](add-menu-page.html). The wrist is for a glance.

The wrist panel is VR only. On desktop and mobile show the same information on the HUD or in the menu.

**The panel never appears?** The palm normal of the hand mesh is not where the component expects it. Widen **Appear Angle** to confirm, then check the hand mesh's axes.

`Map_Examples_HandUI` shows the wrist panel.
