Best practice of using physics constraint on character class?

I was curious as to what you people think would be the best approach to try and apply physics constraints to the character class* (for example in the 3rd person example) since it’s not simulating physics by default. One can turn on the rigid body of course, but then a lot of the functionality, like it knowing it’s standing on the ground breaks.

I was thinking you could spawn a completely independent BP which has a physics object and an “anchor”, and then have the Character pawn use the exact world location as this new physics actor, but that seems like a mess and something that would break easily.

*For for example swinging or being tied to something (either in ceiling or a chain in a prison).

I want to know this too.