VR Expansion Plugin

Hey . I have been following the documentation and tutorials provided on your website as well as scouring forum for posts that might lead me to the answer I’m looking for. While I think I’m on the right track, I’m hoping for some clarification.

My game is primarily focused on gun interactions, so I decided to work on that after I found the basic grabbing interactions working. I have a gun that fires and all that logic works as well as the logic driven by a slider component. What I’m not sure is how I’m supposed to get the secondary interactions from point.

I have no code set up to designate whether the grip in range is a secondary or primary grip. should be able to be figured out by the get grip slot in range and according to what I’ve read on the forum here you suggest running through a branch that then passes through to different logic. Is the right way to go about doing ? The two slot grips on the mesh I have are just for gripping the gun as in a primary and secondary grip for aiming, no interaction with weapon mechanics if is important (VRGripP1 and VRGripS1).

Secondly, how does work for something like grabbing a slider component. On my gun I have a slider component that when I pull my secondary hand’s trigger it grips that slider from within the gun itself. Is there another way I should go about interacting with components on the gun because I’m not sure how I would grip a slider through a socket on the mesh as they’re completely unrelated to each other. Is a case where gameplay tags would be a good move?

Thanks for any pointers I’ve been trying to sus all out myself but it’s getting to the point where I think I need to ask the big man himself, and well here we are. Thanks again and happy holidays!