Physics Enabled Actor -> AttachActorToComponent

I never could figure out a solution to this other than ticking setTrans → GetSocketTrans

Anyways if I have an actor with physics enabled (or even a component and setting it to the socket) attached to a character skeletal mesh no matter what it will not stay “welded” to the socket. Not for a single frame, it falls through the character, the capsule componnet, the environment and then falls -z to the kill zone.

I’ve looked and inquired about this since 4.6.1 trying to get melee weapons to get hit events so that I can get the hit location and hit normal to generate particles/decals. Instead I can only use non physics enabled actors/SM/SkelM attached to a socket on a SkelM character using overlaps and thus have to do complex traces to figure out where the actor overlap “hits” the object its overlapping.

Have there been any solutions since 4.7, the last time I asked about this?

OK so it appears this is by design.

How would I attached a weapon to a characters bone/socket so that it follows animations AND I can get hit events. C++ is possible I can write up basic code.

I’ve tried physics constraints and all at this point. Any movement causes the weapon to ragdoll with physics on.