Bullwhip won't attach when physics is on. How to turn off physics on just the handle?

I found an animation that seems like a whip animation, and I have a skeletal mesh rigged bullwhip, it has many bones. The whip actor is spawned and attached to a whip socket that has been aligned and rotated in the right hand. If I turn physics off, the whip will attach and is just a straight rod. If I turn physics on, the whip will not attach and is thrown down in the floor, but is dynamic.

I imagine what is happening is physics is being applied to the whole thing, every single bone. Need the handle to be seperate and try to attach that to the socket.

Physics handle

In the whip skeletal mesh editor, select the root body and set the physics mode to Kinematic. There’s also a function called “SetAllBodiesBelowSimulatePhysics” just indicate the root bone and click new simulate and untick include self (or set the birst bone that simulates and include it) I would recomend the first option tho

I knew nothing of a physics handle until tonight. Ok I added that component to the player character.

For testing purposes, off an event begin play in the player character, I am spawning the whip, and if I doing this right the correct node is “grab component” working in tandem with the physics handle and my “whipsocket” in the characters right hand?

The whip still falls to the floor Rev, what am I doing wrong here? Thanks for trying to help me.

Ok I am looking into this. As soon as I set the highest order bone I could to Kinetic. The effect was the whip spawns and at least close to the handle it sits there in the air.

But then I tried to attach it.

That seemed to work out as I had intended. Attaching to the correct socket and you can walk around with it.

But tell me, why does it (the moving dynamic parts now) keep flopping around like a serpent? Even when the character is perfectly still.

The only other thing relevant I did here was in the whips collisions sat it to custom and to overlap the pawn and not block the pawn.

The strategy here then will be, when the whip is swung and the appoapriate animation is played, I will destroy the actor from just walking / running phase, and respawn it in the characters hand while rared back, this should create the correct whipping motion for the whip.

And I need to look more into the SetAllBodiesBelowSimulatePhysics and perhaps I can get this effect further down the whip.

Thanks for all your help.

the weird physics behaviour may be because collides with something in the scene or character, (mesh, capsule component, some other object you may have)