VR Expansion Plugin

Yeah really the socket needs to be chosen by bone, which is outside of the scope of the interface function itself.
You may want to insert a query there for your own closest socket check with some custom filters.

That or in the GetClosestSocketInRange query add a prefix of the bone name and be sure to name your sockets with the bone names prefix (IE: UpperArm_RGrip1), ect. That way it will only find sockets on the given bone, you can also override the GetClosestSocketInRange function on your grippable skeletal mesh itself and hard code specific sockets based on the passed in bone name prefix that way as well.

Either way should work for you, its just not a case that the template is meant to cover so you need to make some tweaks.

Edit Closest Grip Slot in Range

The Override Prefix field, could just straight pass the bone name into it where the node is called. If a bone isn’t being used it would just use the normal prefixes anyway, if one is being used though you can use the per bone prefixes or manually choose.