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Creating a physics lantern with dynamic pivot point

I've been searching for a solution all across the unreal forums and answers and can't seem to find a possible solution for this. It should not be a big deal. I just can't google the right words (I guess).

I have a character which holds a lantern. The lantern is split in two objects : The handle and the light source part. I want to apply physics constrained to the light source part so the lantern can swing across the Y axis.

The problem is that when I add physics to the lantern it becomes 'static' (Just physics interact) and the lantern doesn't follow the hand (it's parent).

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Product Version: UE 4.16
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asked Sep 02 '17 at 02:07 PM in Blueprint Scripting

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