Physics Based Attack

I’m currently a student working on a small game production with a small crew. We were given for our final project a game to build similar to gang beasts, with the active rag doll that’s seen in that game, Human Fall Flat and Half Life.

I’m currently fine tuning the physic asset to get the movement style we want, but I’m coming up short on finding anything online that talks about using physics for an attack system. We want the game to look a little janky and stupid, but passable (like Half Life). We aren’t using animations, so I won’t be blending between physical animation and an animation blueprint. It needs to be 100 percent physics based.

I was wondering how to build this set up. A lot of what I see online using animation blueprints or have videos on hit based reactions. I need to make it so the character attacks based on where their arm is at the time. Here is how we were instructed to try and build it:

When pressing the R2 button and directing the swing with the camera control, the character will then swing the weapon based on where ever the arm will likely fall. (Photo attached).

Any and all suggestions and help are appreciated. Thank you!!