Rather than using actor/component attach nodes, you would use a set location/rotation and turn on the sweep option. Or you would use vinterp and rinterp so the grabbed object can’t teleport its physics through anything. It’s been about a year since I’ve focused on anything high-intensity though (like combat, swinging swords, w/e).
There’s definitely a ton of fun math that you’ll be delving into to keep proper offsets and movement feel. The best challenge is getting two-handed weapons to not spin on a gimbal lock over the top and bottom of the Y axis. Learned everything I know about vector math from smooshing my head into that (well, I got a good head start on my future projects because of that anyways).