MoveComponentTo and PhysicsConstraints in C++

Hello everyone. I have a problem with the C++ code. When trying to drag an object using MoveComponentTo and PhysicsConstraints , the object moves away from the character. Moreover, the same logic on blueprints works correctly and the object does not move away. Below is the logic for dragging an item in C++ and Blueprints.

void  AToyCemeteryCharacter::PullItem()
{
	CurrentObjectComponent->SetSimulatePhysics(true);
}

void AToyCemeteryCharacter::HandleDraggableInteract_Implementation(UStaticMeshComponent* ItemComponent, bool bEnable)
{
	FVector Start = GetCapsuleComponent()->GetComponentLocation();
	FVector End = Start + GetActorForwardVector() * 100;
	FVector HitLocation;
	FVector HitNormal;
	FHitResult HitResult;
	TArray<AActor*> IgnoresActors;
	IgnoresActors.Add(this);
	FLatentActionInfo LatentInfo;
	LatentInfo.CallbackTarget = this;
	LatentInfo.ExecutionFunction = FName(TEXT("PullItem"));
	LatentInfo.Linkage = 0;
	if (bEnable)
	{
		bool bHit = UKismetSystemLibrary::SphereTraceSingle(
			this, Start, End, 10, UEngineTypes::ConvertToTraceType(ECC_Visibility), false, IgnoresActors, EDrawDebugTrace::ForDuration, HitResult, true, FLinearColor::Green, FLinearColor::Red, 5);
		if (bHit)
		{
			CurrentObjectComponent = HitResult.GetComponent();
			HitLocation = HitResult.Location;
			HitNormal = HitResult.Normal;
			FVector TargetLocation; 
			TargetLocation = HitLocation + HitNormal * 40;
			HitNormal *= (-1);
			FRotator TargetRotation = UKismetMathLibrary::MakeRotFromX(HitNormal);
			UKismetSystemLibrary::MoveComponentTo(GetCapsuleComponent(), TargetLocation, TargetRotation, true, true, 3, false, EMoveComponentAction::Move, LatentInfo);
			PhysicsConstraint->SetConstrainedComponents(GetCapsuleComponent(), "", HitResult.GetComponent(), "");
			SetbPushes(true);
		}
	}
	else {
		PhysicsConstraint->BreakConstraint();
		if(CurrentObjectComponent)
		CurrentObjectComponent->SetSimulatePhysics(false);
		SetbPushes(false);
	}
}