You shouldnt need to check for the TypeOf Class that the Object is, an CastTo node will return Success or Fail depending on if the Object is that classtype.
the reason I had checking the type of class is I was originally going to make different classed objects that the player hits, not all of the same class.
Do you by any chance know how I would do that?
ActorBeginOverlap
Check is it Cone1? then do XYZ
or
Check is it Cube1? then do ABC
or
Check is it Volume Trigger? then do EFG
You could use Inheritance, create a base class that all your Interactable objects are derived from which holds an Enum with their type. On that Actor you just cast it to the Base class and switch on the Enum like I switched with the string above.
Or you could use an Interface which all your Interactable objects implement and a function in that Interface could return an Enum with its type in it. Then switch over it like above. Using an Interface would avoid casting altogether.
These would avoid having to cast multiple times through different types of object classes.