hello! I want to make a Source‑like grab system, but the PhysicsHandleComponent always rotates the grabbed component to align with the camera. how can i prevent that?
examples:
- How it looks in my game

- How it sould look like

Blueprint:
Hello @prtlsplay ,Welcome to the forum!
I’m leaving you a possible solution for this, so you could try the following:
First, there’s no need to use Is Simulating Physics, since the Physics Handle already assumes that the object has active physics. It is responsible for grabbing components with simulated physics and moving them. If the object didn’t have physics simulation enabled, the Physics Handle simply would not work with it.
Then, you are going to create a boolean variable which, in this example, I called bIsCarryingObject.
Next, you are going to promote the Hit Component from the Break Hit Result into a variable, in this example, I called Hit component, so you can get a reference to the object that was hit. After that, connect it to the Grab Component at Location from the Physics Handle.
Finally, you get the rotation of the camera and the rotation of the Physics Handle, and use the Delta Rotator node, which calculates the difference between the object rotation and the camera rotation. Then, promote that result into a variable and do a Split Struct Pin, both on the Delta and on the created variable, and only pass the X (Roll) and Z (Yaw). After that, set the bool to true.
Then, in the Release, release the object if it is being held and set the Hit Component variable to clear the reference of the object that was being grabbed.
Finally, Is Carrying Object is set to false to indicate that the player is no longer carrying any object.
Then, in the Event Tick, use a Branch with bIsCarryingObject, and if it is true, use a Set Target Location to move the Physics Handle to that position, making the object follow the character/camera,after that, using the RelativeRotation_HeldObject variable and the Get World Rotation from the camera, combine them with a Combine Rotator. Once again, do a Split Struct Pin and avoid passing the Y (Pitch), then connect it to Set Target Rotation to prevent the object from rotating while being held.
Hope it helps!