Could you clarify one thing for me? Why is this done in the LB? Why not the Pawn / Controller where you have the Motion Controller component (do you)? My original suggestion was in the Pawn. Not sure when this whole thing was shifted to the LB…
Right approach to change materials of
actors by widget
Normally, in VR, you’d have Widget Interaction Component translating device input. And then have it interact with whatever fancy VR devices you’ve got. How familiar are you with this?
It’s pretty much the same as interacting with 3d menus from the first person perspective view point. You wouldn’t use the get hit under cursor because you have no cursor - you’re holding a gun / magic staff or whatnot and point with it in a direction.
My original suggestion was a mere method you’d need to apply to the VR equipment you’re using. Also, if the colour picker serves just this one purpose, I’d make it the part of the player, too. No need to complicate things further.
Anyway, the whole objective here is to point with a device, trace, hit the object, store the reference if it’s the right class or discard it if it’s not. The widget your interact with via Widget Interaction Component has dispatch the data to whoever is listing.
You already have a beam and all, right. Use that for getting the Hit Actors instead, since mouse is, of course, pointless here.
I can’t post images of how to set this up as I simply don’t own a Vive set. I only responded to the post as I believed it’s about passing data between entities - VR has nothing to do with that per se. VR-specific interactions are not my domain, though.
Sorry.