Help making held objects face the player UE 5.7

Hello, I currently have some basic blueprint logic to pickup and move objects. I am picking up objects with physics enabled so they collide and move around similar to objects in source games. It works fine, but I need the objects to face the player when picked up and moved around. For example, if an object is placed in the world facing away from the player camera, I need it to “snap” to face the player camera, and continue to face the player while moved around, then keep that rotation when dropped (like picking up and dropping a box in real life)

What ends up happening when placing any kind of rotation data into the SetTargetLocationAndRotation node, is it moves the object based on that rotation while held the first time, then adds the rotation again when dropped and picked up the second time, and any pickups after. For example, I have “SetTargetLocationAndRotation” > Rotation is set to “FirstPersonCamera → GetWorldRotation + 180 degrees” > Object gets picked up, rotates as expected > Object gets dropped > Object spins based on however many degrees the camera is facing + 180 degrees after getting picked up again.

I have tried FindLookAtRotation and have messed around with math using DeltaRotator, both have the same problem as before. Attached are the only two places the object rotation can change. Note that in these screenshots, there is no rotation data plugged into either nodes. This is not the case when trying to actually rotate the object.

SOLVED: I assumed the “GrabComponentAtLocationWithRotation” node set the objects rotation to whatever it was by default if there wasn’t an input plugged in. I was wrong. The component when grabbed needs to have its rotation set by plugging in “GetWorldRotation” (from break hit result > Hit Component) to the rotation input on the “GrabComponentAtLocationWithRotation” node.