Phyiscs attached to model problems

Hey Forum,

I have a small issue here.

I want the pin on the end of the weapon to flap around as the character moves, but it is way too sensitive to character movement, and during the end you can see how it jiggles around when I move and turn.

Is there a way to tone down the effects of character movement to the physics, or to somehow give more friction or weight to the pin so it moves and reacts slower, to get a more realistic movement?
It’s fine with animations, but I don’t like the way it reacts to character movement and turn.

Here is how this is set up:
The thing on the end is a separate static mesh. It is constrained to the model with a physics constraint in the Blueprint.
Here are the settings.
Static Mesh Settings

Physics Constraint Settings

At first I wanted to simply use the physics asset for the skeletal mesh weapon, but I have to rescale it to fit the character.
If I import it at the proper size it is way too small to work with in PhAT, but if I don’t rescale I would have to scale everything else to x100 as big.
I want to stick to the capsule size in the character blueprint.
I can’t use anim dynamics, because there is no animation happening on the weapon, only Modify bone for the ejector and the fire rate pin.
So I’m stuck with using physics constraint.
As you can see I’ve used a ridiculously high number for angular dampening, but it doesn’t matter how high I set it, it doesn’t change the problem I have.

I’m posting this on AnswerHub as well.

I’ve looked around the internet but didn’t find anything.

Thanks.