From the video I can see that there is “On Dropped” command. But then I tried to put it in some position, then it is not working
Even put in the original position did not work. It is like you pick up the object, when you “On Dropped” it I put "Attach Actor To Component but not working
Solved this! Here is how I got a clean VR snap-to-zone mechanic working using the standard VR Template’s GrabComponent:
Trigger on Drop: In BP_Cube’s Event Graph, I hooked the On Dropped event from BP_GrabComponent into a custom TrySnapToZone function.
Check Overlap & Snap: Inside TrySnapToZone, it uses Get Overlapping Actors (filtered to BP_Table), checks if the cube is overlapping the table’s SnapPoint collision box, disables physics, and sets the cube’s world location and rotation to match the SnapPoint.
Quick Tip if Reusing This: If you duplicate this logic and change the Class Filter dropdown on Get Overlapping Actors to a different Blueprint, make sure to disconnect the For Each Loop array pin and Refresh Nodes (or replace the loop node)—otherwise Unreal will cache the old actor type and throw a compiler error. You also don’t need a Cast To node since the class filter already outputs the exact actor reference.
Screenshots of my BP_Cube Event Graph, TrySnapToZone function, and BP_Table setup are attached below!