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Break Physics Constraint from Second Component?

So i'm working on a physics heavy project and i need to create Physics Constraints on the fly at Runtime. This part isn't the issue. The brickwall that i ran in to that completely halted production is the BREAKING of said Physics Constraints.

So my question is. Is there a way to Break a Physics Constraint from the Second Component? Since i'm dynamically making Physics Constraints using Blueprints(The various ways i tried were to spawn Physics Constraint Actors,add Physics Constraint Component node,Using the construction script to do it instantly,ect) But since there isn't a Set Physics Constraint Actors node i cant seem to break a constraint from the second Component since the Physics Constraint is only assigned/attached to the first Actor. And simply adding another physics constraint to the second one wont work.

I absolutely HAVE to be able to Break the constraint from either the First Constrained Component OR the Second one WHILE still simulating the Actor's Physics. Any ideas,Tips are welcome.

I even tried to spawn in Actors that attach themselves to the targets and Creates a constraint between them but sadly you cant do that because the constraint would fail.

More info; What im trying to create is pretty much the Weld/Axis gun from Gmod. Im using simple Line Trace's and what not and for the most part the Constraining works as i expected but breaking them isn't as easy to do in blueprints since there isn't a reference made on the Second Component that i can backtrack to the First one and simply Break the constraint.

Product Version: UE 4.16
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asked Jun 04 '17 at 09:17 AM in Blueprint Scripting

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