Rotation issue after inspecion

  1. I would store the obj in the variable after the cast. Right now you it is storing everything that hits.

  2. I’m sure this could work. Why a timeline over move node? From the looks of it the actors you want to inspect are not simulating physics. You want to throw them after or place them back where you found them?

  3. Would be cool to see it in action though. Missing that part to attach → if attached then can inspect → detach.