Attach actor to component, returns true, but actor stays unchanged

Hello again @Headless888 ,
Yes, that’s definitely possible. It could be that the object was moving while the collision stayed behind, or vice versa, which would explain the behavior you were seeing.

As for having the object start with physics enabled, you simply need to enable Simulate Physics on the object from the beginning. That should make it start simulating physics as soon as the game begins.

If you run into collision issues, it could be because the actor is colliding with the player’s capsule, causing it to be pushed away or launched. To verify that everything is set up correctly, you can use the Show Collision console command to visualize all collision shapes in the level.

You may also need to position the bone (or the point where the object is being held) outside of the player’s collision capsule. You’ll probably need to experiment a bit to see which solution works best for your setup.

Another thing that might help—and honestly what I think will work best in your case—is using a Physics Handle. I’ll leave you a forum post where I explain how to use it with an example, as well as a video that you might find useful.

If you have any other questions or run into any issues, don’t hesitate to create another post on the forum!. The community will be happy to help you!
Hope it helps!