VR physic hands

Hello! I’m making physical hands (so that they don’t pass through objects) according to the standard tutorial scheme via Physical Constraint(The static mesh is attached to the Motion Controller and it connected with the Skeletal Mesh of the hands), but I’ve encountered the following problem:

With the specified parameters, everything works as intended, that is, the player can move the motion controller further, but the hand will be pressed to the surface.

image

But when the player moves/teleports, the Skeletal Mesh of the hand remains in place (until it reaches the limit) and smoothly follows the player. Of course, then we can set everything to the Locked position, but then the moment of contact with the surface breaks and the hand ends up inside the object with twitches.

Maybe someone has already solved this problem or used another method to implement physical hands?

For now I have solution with collision overlap

But its has quick hand teleportation when OnEndOverlapped