I created an interaction interface which passes both a component that the player is looking at when clicking Mouse1 and a PhysicsHandle Component of the player character to another blueprint. So when you hold one actor in your hand, look at another actor and press Mouse 1, the BPI_Interact interface will pass the looked at object reference and the Physicshandle to the blueprint you clicked on.
I want to check if the player is holding an actor and if that actor is of a certain type so that I can decide if, for example, I can fill a cup with water, if the player clicks on it while holding a water bottle. I already made a different post that goes into what I’ve already done:
The problem is the Equal check that I do to find out if the object I’m holding is equal to the “water bottle”.
this is how the physics handle and the looked at component are being passed to the blueprint.
But when I click the object I get the following name printed out from Get Display Name:

So the thing I’m checking for is “BP_DC_Pappe”, but the display name comes from the static mesh component of the blueprint: “BP_DC_Pappe.DC Pappe SM_DC_Paper”
So it gets the child component of the root component that I’m actually checking for, I guess. So how can I get the “BP_DC_Pappe” from my physics handle so my equal check actually works?
EDIT: I have tried to use Get Owner on the grabbed component. It has the same display name as what i want, which is “BP_DC_Pappe”, but it still doesn’t register in the Equal check. So my guess is that the AActor reference for “BP_DC_Pappe” is not equal to the “BP_DC_Pappe” Blueprint?

