If I were you, I’d: Make state machine, using enums - like,
enum CHALLENGE {
MEAT,
APPLE,
BANANA
}
and then I’d make a variable of this enum in my blueprint, and store the current state (The thing that should be picked) and I’d assign a variable of the enum to each actor, like meat actor would have MEAT state, apple actor would have APPLE STATE, and so on.
and when Interacting, I’d compare the currentState variable to the actor state variable, and if they match then I’d destroy the picked actor.