That looks similar to what I’m doing, which works for me. Some differences are:
I don’t use Hit Component coming out of hit result; I use Hit Actor cast to Static Mesh Actor for the Target input of AttachActorToComponent, and Static Mesh Actor cast to Static Mesh Component for the input to Set Simulate Physics which you should probably also use for the Gravity input (I also turn off Collision Enabled, otherwise items you hold might “push” you).