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).

I have the same problem, any help with this would be largely appreciated. I have a lantern and have the handle and the body as two objects with a constraint in the middleof both which is controlling the restriction. The body of the lantern is a child of the handle and has ‘simulate physics’ applied. The handle is attached to the parent hand of the skeletal mesh. My lantern when I press play just pulls upwards constantly and I don’t know why.