So as i working through the click priorities from navigation to interacting with objects, i realised part of the issue for the poor selection abilities is because the visual vertex offset created in the shader,
After reordering the click priorities in my controller. I decided to take a stab at offsetting a separate collider to where the mesh is visually seen. After some tweaking. I managed to get the BP_itemparent to set up a looping timer of a function that adjusts the collision bound based on the player camera position and the world offsets.
Next steps
Making some improvement in clicks and differentiating the navigation vs selection