My plugin supports gripping both actors AND components with various reasons to do one or the other. How you are trying to grip there is to pass in an actor without the interface, and the world transform of a component with the interface. The node is failing out because the object you are sending in to grip doesn’t have the interface on it.
In that use case your actual actor would have to implement the interface to grip it with that node.
I did realize though that I forgot to put console debug prints in for that specific node to warn that the passed in object is missing the interface, i’ll add that for clarities sake in the future.
The easiest way for you to fix by the way would be to reparent the base class of your AK (as far back as your inheritance tree goes) to a GrippableStaticMeshActor, then all of the guns down the branch from there would be grippables by default.
Also note, that although the gun tools will function by default, actions like secondary gripping the front of the gun still have to be called by you, I do not automate base controls like that as it would be too limiting for most users. The very latest example template now has gun tools on the example gun and it shows how to use the recoil system with it.
Hmmm… I do have the interface implemented so I’m not sure I follow. My base class is “item” which is just an actor, but with the VRGrip interface on it. From there I have weapon > primary weapon > AK47. Should that not work way?