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4. Buttons
Essentially the Interact part of the Pointing and then Interacting resulting the designated result we want to go for.
To put it short, drag them to the scene, adjust the mesh to whatever you want and then create "On Interaction" event in Kismet, every time you click on the button it will send an event to that Interaction event in Kismet, and you do the rest from that point, alternative you can call a remote event under RemoteEventName which also forwards the player into the kismet remote event.
They can be enabled and disabled and according to their state will/will not run any of the mentioned above.
You can add text during its Enabled/Disabled state that will show up on the player's screen, can be anything like "Got the timepiece!" and "The door is locked...".
Like a lot of what the game provides, they are no exception they can be used with Toggle kismet node to be enabled, disabled and more directly if the situation allows it.