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How do I use the grab component node to grab the component on a newly spawned actor?

I have gotten a blueprint put together in which I can spawn a snowball in the "hand" (using HTC Vive motion controllers) and the spawning part now works fine but where I am struggling is to have it immediately grab the snowball with a physics handle upon spawning it. The problem seems to lie (as far as I can tell) with me not being able to reach in to the newly spawned actor and grab a component of that new actor. I was able to make a blueprint for experimentation purposes in which I could grab a snowball that already exists in the world using the line trace node and that seemed to work fine but that line trace node has an output of "hit component" that I could pipe in to the grab component's component "hook". Nothing I have tried seems to allow me to attach to that component hook without the line trace node. I have tried to go into the blueprint for the snowball and make a public variable to store a component that I could then use to tap into from the VR_Pawn blueprint... but I suspect I am not doing that correctly and I don't really know which of the components (or if I need to make a new one) to store in that variable.

Product Version: UE 4.12
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asked Jun 03 '16 at 08:11 PM in Blueprint Scripting

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