# Can't attach objects which used to have physics

**URL:** <https://forums.unrealengine.com/t/cant-attach-objects-which-used-to-have-physics/1311725>\
**Category:** Blueprint\
**Tags:** parenting, unreal-engine, Physics, question\
**Created:** [September 25, 2023, 4:34pm UTC](https://forums.unrealengine.com/t/cant-attach-objects-which-used-to-have-physics/1311725 "2023-09-25T16:34:54Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![V\_vix](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/v_vix/32/613734_2.png) [@V\_vix](https://forums.unrealengine.com/u/V_vix)\
**Post date:** [September 25, 2023, 4:34pm UTC](https://forums.unrealengine.com/t/cant-attach-objects-which-used-to-have-physics/1311725/1 "2023-09-25T16:34:54Z")

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I’m making an item pickup system and I want to parent the item to the player’s spring arm when it’s picked up, but found an issue, where items which **used** to have enabled physics will not get attached to the component, or rather they will get attached, but will not actually change their position.

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/f/a/7fa5594b4cff009f49c2c02e14180128336f8e5b.png)  
This is the setup I’m using. As you can see, the physics get disabled before attachment (I can confirm, physics **do** get disabled properly), but the actor doesn’t snap to the spring arm. If I disable physics from the start, inside the actor mesh’s settings, it does properly attach itself to the component, but not if I do it with blueprint.

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**Author:** ![yghtim](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@yghtim](https://forums.unrealengine.com/u/yghtim)\
**Post date:** [February 26, 2026, 11:08am UTC](https://forums.unrealengine.com/t/cant-attach-objects-which-used-to-have-physics/1311725/2 "2026-02-26T11:08:13Z")

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Did you find a solution for this?
