All right, thanks a lot for the answers on that again! I was thinking of using secondary grips because i wanted to implement a small physical reaction to the interaction. So if we talk about a magazine and it’s bullets i imagined some little drag on the magazine whenever a bullet is being removed. To give the imagination of some force that needs to be applied to actually get the bullet out. I thought i woul dbe able to use secondary grip functionality for that.
I will have to think about again.
However i also noted, that when doing a secondary custom grip in game, the “OnSecondaryGripAdded” event always fires three times, which makes my logic run three times as well. The regarding actor however only has one component with a VRGrip interface on it (a static mesh component). Any idea, why would fire three times?