Is there another way to "weld" physics enabled static meshes together, or am I using constraints wrong?

“Is there another way to “weld” physics enabled static meshes together”

#AActor::AttachRootComponentToActor

/**
	 * Attaches the RootComponent of this Actor to the RootComponent of the supplied actor, optionally at a named socket.
	 * @param InParentActor				Actor to attach this actor's RootComponent to
	 * @param InSocketName				Socket name to attach to, if any
	 * @param AttachLocationType	Type of attachment, AbsoluteWorld to keep its world position, RelativeOffset to keep the object's relative offset and SnapTo to snap to the new parent.
	 */
	UFUNCTION(BlueprintCallable, meta=(FriendlyName = "AttachActorToActor", AttachLocationType="KeepRelativeOffset"), Category="Transform|Actor")
	void AttachRootComponentToActor(AActor* InParentActor, FName InSocketName = NAME_None, EAttachLocation::Type AttachLocationType = EAttachLocation::KeepRelativeOffset);

This will weld as many Actors as you want to another actor!

There will be no wiggle, but each actor can only be attached to 1 other actor.

#Detaching

You can detach any time!

/** 
	 *  Detaches the RootComponent of this Actor from any SceneComponent it is currently attached to. 
	 *   @param bMaintainWorldTransform	If true, update the relative location/rotation of this component to keep its world position the same
	 */
	UFUNCTION(BlueprintCallable, meta=(FriendlyName = "DetachActorFromActor"), Category="Transform|Actor")
	void DetachRootComponentFromParent(bool bMaintainWorldPosition = true);