Get Hit Result Under Cursor By Channel - erratic behavior

I’d like to move or otherwise use actors that are under the mouse cursor when I press a key. It seemed that Get Hit Result Under Cursor By Channel is the way to go, but it’s behaving very erratically (for me).

I’m attaching the part that I added to the FirstPersonCharacter blueprint in the template FPS. It should raise the (moveable) actor under cursor by 100 units when E key is pressed. However, it does nothing or raises the wrong actor or, not very often, raises the right actor. The actors are the ones provided by the template, mostly unmodified.

Am I doing something obviously wrong? There are several similar reports, e.g.:
Get Hit Result Under Cursor by Channel - Bug - Blueprint - Epic Developer Community Forums, and none of them seem to have “legal” solutions, only more or less difficult workarounds. Is this broken? If yes, is there another verified way of doing what I want?

Ok, I’ve found a legal I way to do it which works and does not use Get Hit Result Under Cursor. Instead, it uses Line Trace By Channel to trace from the First Person Camera (center of the 2d screen) forward to find the first actor that blocks. Most of the blueprint is lifted from: https://docs.unrealengine.com/latest/INT/Gameplay/HowTo/UseRaycasts/Blueprints/. The Forward Vector multiplier sets the trace distance, which is an easy way to set the maximum distance the player can be from an actor to manipulate it.

Is there any way to get actor under the cursor? Cause my project is a puzzle-like game. I must get the actor under my cursor but line trace.