Thanks for your reply! I have set the debug type to duration and I do see the line trace while playing the scene. If I print the location and rotation, the values will always be 0. I also don’t see the transform values change in the details window. Furthermore, I don’t think the HandInteractionActors (which show the XR pointers and cursor ring) have a motion controller, because I don’t see the component in the details window. Maybe that is why it always gives values of 0? And I cannot add a component because it is a C++ script.
I can get the transform data of my XR simulation hands. However, this rotation is always different from the pointers, so I don’t think that is usable.
Since I don’t know how to access the grabbed object directly, or how to spawn a line trace in the exact position and rotation of the hand pointers, I decided to make all necessary components interactable by the generic manipulator component. From there I can create a blueprint that performs my functions. I hope this will not have a too large impact on the performance.
The only downside for now is that I have to give permission to delete a reference for all actors (hundreds of actors) when I convert the actor type from Static Mesh Actor to a custom actor that contains the static mesh and the manipulator component. (EDIT: Using “Replace selected Actors with” will keep the references, this means no permissions are necessary anymore.)