Trying to make a grab and throw system that works on both enemy and a few world objects

I see what you’re doing! Got some good work so far.

So I will suggest that you actually do not use physics when attaching an actor to an actor, because it will ignore the attachment. You could, theoretically, add location constraints, but it will be very finnicky. What you can do instead is on pick up, set the simulate physics to false, then on throw, detach from actor, Set Simulate Physics = TRUE, THEN apply impulse, one after the other! That way it’s ragdolling before and after the pickup. If you’re applying animations anyway while they’re held, it’ll still look good!