collision in vr in unreal engine

Hi there! I’m working on a game and I want to implement a functionality where when the right sword hits the left sword, it blocks the attack. I’ve added the swords as child actors to both hands. However, when I enable physics on the child actors, they enter a free-fall motion. If I disable gravity on the swords, they remain in place, but when I enable gravity, they fall down. How can I fix this issue
how can i achive a real hit in my swords?
FOR THIS I HAVE TRIED THE PHYSICS CONSTRAINT

Both swords are held by you (same as controllers)?

If so how do you imagine collision of those swords? What they will do when you hit one with another? Some kind of holodeck and they stop your arms with controllers?

Also another problem what game will do when player walks close to wall and stick head inside it?

Yup i tried to make some VR games, and:

  • if player can just walk trough walls or peek to next room ruins a lot of gameplay ideas
  • same with player fighting with enemy, as player you are entity with infinite inertia/mass, nothing from VR world can affect you
  • and your two swords, both are such unmovable (from game side) objects, so one cannot move another

PS.
About your problem exactly. Physics really does not like when you change physics object location.
Imagine one frame sword is at location A not moving, next frame location B and it moved 1 meter. So physics calculates distance between locations, time between frames, from that it gets acceleration. And sometimes it happens acceleration was 1000G, so object gets new insane speed (because it has some inertia) so if something accelerated it with 1000g, then force to do it must have been also huge. And here your object flies happily away.

Mixing infinite inertia objects (like player, swords that you move by code) with physics, will always produce glitches.