Get Hit Result Under Cursor By Channel - erratic behavior

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.