[Need a hand!] - Swinging like Spider-Man

Hey guys, so I figure that I am probably not the only one who has still been struggling to figure out a way to implement this same idea in first person. I finally got something working, and wanted to share it in case anyone else has been searching. This is not the completed version, and I am still very new to Unreal, but hopefully this helps someone out!
For my project, I just want to be able to fire off a grappling hook in a standard first person game, and swing around as appropriate. I am a total unreal nub, so I learned quite a few things while working all of this out:

  1. Applying physics to the first person character is a no-go, pawns seem to use their own internal math for physics (minus gravity) and so you only need to physics when they are uncontrolled and need to ragdoll (frequently death)
  2. Using this knowledge, you can’t really use a physics constraint to link with the player – weird and frequently hilarious results happen
  3. Just need to do the work manually (for my project anyway)
    For me, it really just broke down into 2 steps. (sorry about the messy blueprints, rush job before I head off to RPG night with the guys)
  4. when you create the grappling hook, figure out how far the hook is from your character, where it is located in the world, and a little note that you have a grappling hook
  5. Attached to the tick function of the player (if someone knows a better place to put this to reduce the amount of tick functions, please let me know!) you check to see if you are outside the length of the hook, then apply velocity to the player’s movement as appropriate.

EDIT: just noticed i still have a few of my text output testing nodes that things that fed into them in the screenshots, whoops!
There’s still quite a bit of work to be done, like adjusting the movement or player friction such that it works better when the player is attached to the ground, and updating the grapple point to make this work with a moving or physics based actor, but that’s work for tomorrow. Let me know if you have any criticisms or questions about this technique.