How to attach a physics constraint/component to an arbitrary place on the mesh?

Hello,

I’m trying to do something that seems like the most natural thing in the world, but is proving to be impossibly difficult.

I would like to create a “spring” between two appendages of my skeletal mesh.

I have done this using linear drivers and a physics component between two seperate static meshes as a proof of concept, but I just can’t figure out how to get it to work for a skeletal mesh.

This seems like a very fundamental thing to do for a physics based asset.

Attached is a photo of the mesh. The joints are pretty obvious, and I would like the “spring” to be between the plates below the joints. If the spring only attaches at dead center of the plates, that is still a step forwards, But I’d like to simply select the “anchor” points of the spring constraint arbitrarily on the mesh.

I made little squares in the middle, and extra bones during my attempts to get this to work, but those don’t need to be there.

Thank you.