Something came to my awareness when I was playtesting against RANGED enemies that shoot projectiles at you:
when I tried grappling to the enemies to execute them, their shots always block my hook which becomes annoying
So I tried a couple of solutions:
making my grapple sphere trace go through the obstacles and collect all the hit results (check)
with the data collected, loop through that array and pick the first thing that has the "Hookable" tag
Things weren't working out until I added a trace type in project setting:
Project setting -> Collision -> Trace Channels -> New -> default response (Overlap)
Now every object has the default to only overlap with the trace
BUT my pull force only activates on Blocked actors
so it's time to change all my hookable objects to react "Block" to my custom trace...
And yeah, get rid of the tag check!