Lets say you have placed your Mouse-blueprint in the level blueprint, or in another special actor you made yourself.
I was suggesting you to , set a variable inside the character, when you give a command with the mouse.
you right click the radio and that mean , Pick up the radio.
I want to set 3 variable inside the character so he can do the action ,
Where he must go. so a Vector for the location.
The animation he need to play, so PickUp could be an enumerator variable
The Object of the action , so the radio itself.
If you have your Mouse-nodes inside your character, is ok, you can just set them.
Otherwise to set these 3 variables you have to get a reference to the character and usually i use “Cast to” nodes.
For interaction with other objects you have to build an “behaviour”
The character must be able to do a sequence of things by your command, and check if the object can receive the action.
Event Start Command, (you call it ) Pick up the radio (Action-Object-Location)
Event Exec 1 , he keep moving toward the radio until he is in the right position, , then start Executing 2
Event Exec 2 , he now play the animation Pick Up, and Get a reference to the object to check if is PIcckup-Able ,
if yes, add Radio to Inventory, Remove radio from level , Say something
If No, Say “The radio is glued to the table! i cant pick her up”
Event_END_ Remove all command info and wait for other commands.