Snap/Align Player with Physics Object

I have a blueprints project with the default third person character blueprint.
I have a blueprint for a ball that has a sphere as root component, and the sphere has simulate physics enabled.

I need too find a solution to attach/snap the player and ball when pushing. When I normally walk into the ball, as the player, it collides and moves as expected. When holding a button, I would like to have them snap to each other and have the player be the driving force to push the ball. So when the player moves forward/backward, the ball moves forward/backward, if the player turns left or right, the ball moves with them, constantly staying the same distance to the player (attached to a their hands for eg, or a socket on the hands). I want to still have physics on the ball so that the ball can rotate when moving, be affected by gravity (always touch the ground), and have the weight affect how easy the player can push it/affect player speed while pushing. I found ways to attach them, but then always the physics is not working/broken.

I’ve tried attach component to component and attach actor to component. That works, but the moment physics is enabled the ball is no longer attaching. I recently found out about physics constraints and physics handles (im still new to both, so if that is the solution, there is high likelihood that I may have something misconfigured). When I used physics constraints, I could keep the ball always in front of the player, even when turning, but it didnt roll smoothly when moving, and more just looked like it snapped without actually rotating. I also tried the grabbing with the physics handle, but could not achieve the results either.

I’m not sure if maybe instead I should be locking the player movement based on the ball, but I also want the player to be moving naturally, not just constantly updating the location. also attaching the player to the ball keeps physics on the ball, but then the player rotates around the ball when the ball rolls.