Ooooh. Well now I feel silly.
That does make things a lot easier. However, it seems that in certain situations that doesn’t quite work. I found that if the trace fails and it falls back on the “overlap” method, it will use the “ComponentOverlapComponents” function. It’ll pick the first value in that array and ignore everything else, and component might be the one set to not be blocked by VRTraceChannel. I found that means it’ll grab onto these components away if they’re attached to something that implements with VRGrip Interface. For example, if you have an actor consisting of a smaller static mesh surrounded by a larger collision box, you can grab onto the larger collision box on the event of an initial overlap despite it being set to ignore VRTraceChannel due to the fact that it’ll still implement VRGrip Interface.
My solution was pretty similar to the last one. Rather than picking the first object in the array, I removed any objects that ignored VRTraceChannel. After checking if anything is left, it’ll then pick the first object in the array. Probably not the best solution, so feel free to let me know if I’m being dumb again, but it seems to work just fine.
Also, since it was my first post I’m pretty sure the site made it invisible until it made sure it wasn’t spam. Probably why you missed it.