Character movement (possibly collision) goes crazy when attaching static mesh BP to socket

hey everyone! ok so basic stuff, i have a mesh of a ball i made in blender, imported it into ue4, created a BP from the mesh, and added a collision sphere inside that BP (pictures below), i want my character (mannequin) to pick it up, now i have a visual script that works well for this and he picks up the ball, however after he picks up the ball, hes jumping all over the place, absolutely no control over where your going :(, ill find myself 10 meters into the sky meanwhile all im doing is walking around with WASD. can anyone help me fix this so my character walks around normally after he picks up the ball? if anyone can help me out id be extremely grateful :slight_smile:

(note: i realize this may be a collision issue and so i took the liberty of trying out all combinations of collision presets and collision complexity in the static mesh collision settings, but to no avail)

I have this same problem and havent found a fix for it. I think elsewhere someone mentioned it is a collision problem. Anyone can shed light on how to fix this?

Either disable the static meshes collision or make the character and static mesh ignore each other.

See Ignore Actor when Moving