How can I combine different meshes with different collision settings?

Ok gang, I need help!

I have a player pawn with a mesh P. I have a piece of equipment E that is two meshes - lets call them EA and EB. I want to be able to dynamically attach E to P at runtime. I want to be able to move the pawn around and generate hit events when it collides with things. EB I just want to overlap, not hit.

For the life of me I cannot get this to work - I’ve spent ages on it and still no luck, I’m hoping someone can offer some advice!

Here’s what I’ve tried, and the problems I’ve run into. Clearly I’m missing something basic.

I’ve tried attaching with welding - that seemed to destroy my collision settings, as well as my mass settings, and I was unable to reset them. It also seemed to corrupt the physics engine and remove random actors. Welding and I don’t get along.

I’ve tried physics constraints - they are very hard to get rigid, and when I do, my pawn no longer rotates correctly because of the inertia from the extra pieces. I don’t want this to happen. Setting a low mass causes things to explode apart. Also I find that with network replication it explodes.

How does everyone else manage to do it?