GeyserToo, I apologize for the confusion. Sample 266882 was just to show that the sphere still jitters even if I used a separate physics constraint actor. Besides, my game is a side-scroller and I had to put some physics limits; I should have removed them in the first place. Anyway, I made another [sample][2] in the past few days and this should be clearer of what I am trying to do.
I wish to simulate a crane lifting up objects. The scene has a hook mesh and the end has a physics constraint (and cable) component which constrains a cube below. Above the hook is a physics constraint actor (with cable) which constrains the hook itself. A level blueprint sets the Z-linear limit between 0 and 300 units according to time; this is how I simulate a crane lengthening or shortening the cable. The value of the limit is displayed on screen.
In 4.18, the scene works perfectly. Spheres are spawned upon mouse clicks and the cube behaves accordingly when hit by the spheres.
In 4.21, the hook goes haywire when linear limit is > 200 and I have no idea of what I can do.