[XPOST] Trying to setup physics-enabled dragging. Running into some problems

I had posted this in the blueprints forum, but didn’t have much luck. I’m casting a wider net to see if anyone else has any ideas. Original thread

I’m trying to setup the ability to have a skeletal mesh weld to any physics object it hits. I’ve got some promising results by using constraints, but I’m running into an issue where every constraint is given an offset from the hit location.

You can see the quadropus on the left, and the box I’m trying to hook it to on the right. The quadropus is a skeletal mesh with physics bodies on each of its noodly appendages. When I setup the constraint, I move its world location to the hit location, but for some reason I’m left with this offset that drives the location of the bone that is getting hooked to it.

What is this distance? Is there a way to move it?

Still struggling with this … anyone have any insight into what this offset is or how to change it? Seems to be similar to when setting up constraints in phat. If you move a constraint in phat while holding alt it separates the blue and red crosshairs. What is this? How does this system work? It seems to hold the two constrained bodies at some fixed distance.

Put together a little video highlighting how this manifests in-game.

I read through the docs here Physics Constraint Reference in Unreal Engine | Unreal Engine 5.1 Documentation

So it looks like this is the offset from the component being constrained to the constraint. That kind of makes sense. I move the constraint to the hit location in world space. This distance looks really far from the bone being constrained in most cases though. Even if I make the colliding bodies spheres, I still wind up with a really large distance sometimes. Is there a way to manually set the distance?