The problem I’m having is that I can push a physics-enabled cube around, showing that physics is enabled on both ends (player and item) but I can’t pick up the cube (or any other physics-based item) and carry it in mid-air. I can get a line trace, although that has been giving me problems as well but I think that’s for another question. My main priority at the moment is to basically get the physics up and running so that I can - at the very least - grab and/or move around a physically-enabled item.
Prior to working with the Unreal Engine, I built on the Source Engine using Hammer Editor. In that environment everything was done by hand. You imported the model into XSI (or equivalent program) in order to create a Rigid Body and then that was referenced within the .QC file to create the physics body associated with the model within the engine.
I have chosen to mention that here, on the one hand to show that I’m not a total noob but also as I feel that maybe this ‘old-school’ approach is what could be causing some (if not all) of my problems.
Nowadays my preferred tools are Unreal Engine and Blender. However whilst I can create pretty much anything in terms of geometry I am still very new to Blender and the technical aspects of the software.