We use a slightly modified version of UPhysicsHandleComponent to attach weapons to characters. Like the stock version, it creates a Physx joint with ‘free’ motion along all six axes, and linear/angular motors that try to maintain the constraint.
This approach works great with static meshes. However when trying with a SkeletalMesh with a physics asset, the constraint motors cannot maintain connection, even with no force limit. There is ‘something’ happening, but it’s as if the free constraints aren’t prioritized the same way as locked constraints linking bodies in the grabbed SkeletalMesh.
This behavior repros with physics constraint components. Set them to have unlimited motion with strong motors, and static meshes stay in place, skeletal meshes do not