Treating an actor that consists of multiple componants as one physics body

I will first outline what i am trying to do , then how am i doing it and then finally the specific issue i have. As i am new to UE, there may be something in this chain that might change how i should be doing things and make the problem disappear without needing to be solved.

I have an actor which consists of two shapes, cube and sphere, these are arranged to be next to each other an form a desired component shape.

I want to be able to specify a number of these segment actors and then create an actor based on that number.

To do this during run time i spawn another actor , which during construction spawns a number of these component actors which are attached to this “parent” actor’s default scene root.

Currently i am only able to set physics to be applied to the individual shapes, thus these shapes full apart from each other.

What i want is for the entire structure to be one body.

It feels like attaching should acheive this but i can’t do this within the blueprint as far as i can tell?

The shapes for the smaller actor are children of the scene root (which as far as i can tell can’t act as a physics body)

and these smaller actors are attached to the defaultsceneroot of the larger actor as it spawns instances of the smaller segment actor.

Not sure if this is the correct way to handle this but in the construction script i have attached the shapes.

This seems to have given me a solution to the issue i was having but perhaps is not the correct way to go?

This worked until i tried to move the structure with mouse control at which point it behaves very oddly. It appears the attachments break even though they should be welded.