SetActorLocation weird issue when Simulate Physics Enabled

Okay, so I gave physics constraint components a go, and I can get them working outside of my character, for instance, I created a newton cradle with an anchor, a cable and a ball and it works. The problem I am having now is with setting it up. i cannot find any decent tutorials for this.

There are two attempts I have tried, all failing:

  1. Create a Physics Constraint Component in my character components list
  2. In my item blueprint, when the Equip(interface) event fires, I call SetConstraintedComponents feeding in the players skeletal mesh, and hand_l(default mannequin) and then a static mesh cubes as component 2

Tried Solution 2

  1. Create Physics Constraint Component in my character components list
  2. In my item blueprint, when the Equip(interface) event fires, I call SetConstraintedComponents feeding in the players skeletal mesh, and hand_l(default mannequin) and then a static mesh cubes as component 2
  3. Attach to players skeletal mesh socket via AttachToComponent with correct socket information

I also found this A new, community-hosted Unreal Engine Wiki - Announcements and Releases - Unreal Engine Forums on creating physics handles, but no good. I know the problem. The problem is setting it up and lack of experience. I do a ton of google searches on problems I am stuck on, and I only leave the forums for extreme cases haha.

Cheers

Also, I am wondering if someone could shed some light on how they approach these situations. So for example, I have a sword with simulate physics on, because I want the player to be able to push it around on the ground. Now the logical solution to me, would be to AttachToComponent, to say a socket on the left hand. But then it comes down to my issues. Instead of AttachToComponent, do I use Physics Handles or Physics Constraint Components?