Quick answer: GrabComponentAtLocationWithRotation, then SetTargetLocationAndRotation each tick. Plain Grab discards orient.
Pick up an object. Rotate camera. Object stays in fixed orientation instead of following the cursor.
The Fix
BP:
On Pickup:
PhysicsHandle → Grab Component At Location With Rotation(
Component, BoneName=NAME_None,
Location=GrabLoc, Rotation=GrabRot)
Tick:
PhysicsHandle → Set Target Location And Rotation(
TargetLoc, ControllerRot + LocalOffsetRot)
The 'WithRotation' variant attaches the rotation constraint at grab time. Update both per tick to follow.
Verifying
Pick up. Rotate camera. Object follows orientation. On release: physics takes over.
“WithRotation grab. Per-tick set. Object follows.”
Related Issues
For physics asset trace, see trace channel. For Water buoyancy, see water buoyancy.
WithRotation grab. Object orients.