VR Expansion Plugin

Hello,
(I’m running a version of the plugin from a couple weeks ago.) I opted to convert all of my user equippable items into grippable skeletal/static meshes so to retain all those checks and balances implemented.

tl;dr
2 Questions:
① Is it OK to consolidate the Grip Enum (Hand_State_Left/Right) with my custom one? Afaik, it looks like that Enum is only used for the Hand Blendspace1D.

② I want to change the gripping controls such that climbing is enabled when pressing triggers while hands are Empty, and those special Equipment Grip Interface objects I made are equipped/Unequipped by pressing Thumpad face button 1/3 (respectively). In order to accomplish , would it be best to do separate grip checks (each of which are modified checks based on all the logic in the GripOrDrop flow) for all of those buttons? (Once an item is equipped, I have that actor do all the trigger_value and grip pressed checks in order to execute item-specific behavior)

Currently, gripping/ungripping in the Vive_Pawn is based (solely?) on the triggers. I want to change those gripping controls a bit without getting rid of those C&Bs, but I’m a bit lost on how I should go about it.

My VR_char has 4 things parented to holsters on different parts of the body (RR-style).

I want to accomplish the following 3 things, but I’m afraid I’ll mess up the current Checks that are already in place.

①Enable gripping&climbing only if Trigger is pressed while hand is Open.
( works perfectly currently, using the default grip logic, but it conflicts/overlaps with the 2 things I want to do below)

②Equip holstered item if Face Button 1 is pressed & Hand_State is Open & Grab Sphere collision is overlapping & Item_Type == Empty.
lerp its pos/rot back to the calling hand’s socket, set Hand_State is Grab & Hand Item_Type = <itemtype>

③Unequip item if Face Button 3 is pressed & Hand_State is Grab & Hand Item_Type != Empty
Then lerp its position back to its holster, set Hand_State is Open & Hand Item_Type = Empty
(The reason why I want equip/unequip on the thumbpad is so I can use the trigger and grips for item-specific actions when an item is equipped.)

I gave each Equippable item an Equipment interface that just monitors its respective Equipment’s Holster position/ID and sets the respective hand Item_Type; is so I can play item-specific grab animations)