Move character to interactable object

I’m starting to make a simple object interaction where the character teleports at the right spot where it should start the animation I made to fit with the object. The problem is that I don’t know exactly how to make it work.
Let’s take a valve as an example. Whenever the player looks at that object and presses a button, it should start a animation event where the character will start rotating the valve. Just like in Mirror’s Edge, press the interaction key on a switch, valve, button etc, and it teleports the character at the perfect spot so the hands would not glitch out so the animation fits perfectly with the object.

All I know is that I need to use a blueprint interface, a matinee to make the object execute a animation, and a simple, invisible, object that automatically moves the player and rotates towards the interactive object. But how am I gonna be able to make the player interact with the current object he’s looking at and not with the original one?

Object count: 8

I think you are on the right path.
Add as you said and invicible object such as a billboard, and when you press use key while looking at the actual object, get world location from billboard and move player to that location with rotation.

Ok, I hope I can figure that out later, if not, then I will show you a screenshot of how I tried.

About interaction. Do click events work on trigger boxes? Cause it doesn’t seem to make my player character go towards the trigger box I clicked.

Ignore the post above, its answered already

But there is another problem with the simple move to location accuracy. Whenever I click the cube that leads the character to the interactable object, it doesn’t seem to actually overlapp the cube on the ground that starts the animation. The animation does start, but not where the cube is actually placed. It actually starts like 3-5 cm away from the cube.

I also tried with the multiple clones of the interactable object and the player only goes to the original one. Meaning that I have to give the clone a different blueprint, but that’s not the case, cause I don’t have to place like 10-20 of them o_O.

Here’s the blueprint:

Cube2 is the object I need to click on
Cube3 is the object that the player needs to overlapp

Yes, I added the navigation mesh, but the animation starts 5 cm away from the cube3 instead of where it is