Physics Constraint - Object snaps back immediate without waiting for next command

I have created a catapult. I does nearly everything I want it to except, once lowered, I need it to stay there. Following are my bp’s:

Catapult BP:

Character BP (for the E usage): BattleUse Interface is “empty” other than the Interact

On first interact, the catapult lowers its arm. Upon completion it immediately “fires” returns to its original position. I am wanting to hold it there until the button is used again (to give the player time to summon the ammo). On second interact I want it to then fire.

Been wracking my brain and I can’t find a solution. I tried to set world position and relatively rotation again but (based on print screens I hooked up to troubleshoot), the MOMENT it finishes lowering the arm (Move Component To), that is when it snaps back to the “starting” position.

Thank you for any assistance.

I think I have found it. I used the function “Put Rigid Body to Sleep”. If I can get the wake to work properly I will have solved it. I am not sure why the object starts to jitter and become non responsive (more about the jitter).

The putting the rigid body to sleep did work. However, I cannot get the body to wake up. I used a “Wake All Rigid Bodies” and “Wake Rigid Body” with the same object set as the target. But it never wakes.

So I can get it to wake, but only by physically colliding with it (Standing still and using First Person Camera (which my trace is set to) is not waking it up. Also when it does wake up in this case, it detaches from its base (base = catapult arm. Slingarm is simulating physics and that is the item that is falling asleep.

I created a wake and sleep even in the static mesh of the slingarm, but its still not “firing” as I thought it would and is effectually not working. Still could use some help if its available out there.

PS: I do see my “Cast to BatleUse” interface and my “interact” function is not firing. I don’t understand why this is (as referenced in this Line Trace By Channel image above).

Partial solution: I realized my reference was based on the first person camera (which is why when I physically collided it woke up. Changing from First Person Camera Component to GetPlayerCharacter caused the wakeup to occur.

Wrong:
image

Right:
image