Need Help with Third Person Player Holding Physics Object

I’ve been trying for a very long time today to get my player character to grab an object that is simulating physics. I don’t know how to have an object act as a ragdoll yet stay in the player’s hand at the same time. I’ve tried combining the advice of these two videos: , but to no avail.

I’ve included screenshots of some of the code. Trash Bag is the skeletal mesh I want to attach to the player’s hand. The Grip socket is a socket in the handle of the trash bag. Boymesh is the player’s mesh. The TBAG socket is the socket on the player’s hand. HeldObjectLocation is a scene object. If anyone knows how to solve this, please help me. This project is due as a class final project and I want it as functional as possible.

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Is the object you are snapping TO the parent object a skeletal mesh? If so, simulate physics below the root bone (not including itself). That way the root bone will snap to the target bone on the parent, and all the other bones will simulate physics and provide a ragdoll effect. (In theory)

How do you specify which bones get simulated?

Nevermind that question, but I have a new problem. The bone that I want to stay rigid is at the end of the hierarchy. When I preview the physics simulation, the model falls a little, then goes crazy and flies in random directions.

Also, how does the game know which bone to attach to the player’s hand socket?

I believe the actor being attached is always attached by the root.
Try setting the bones below to simulate, and after that disable simulation for the bone you want to be static.
You might be able to fake the attachment bone of the child using offsets on the child actor location.

Thank you so much! You pointed me in the right direction, and I just decided to redo the skeleton upside down so the correct end would be grabbed.