Quick answer: On release, read the MotionController's tracked velocity and call SetPhysicsLinearVelocity and SetPhysicsAngularVelocityInRadians on the freed body.

Grabbing with a physics handle holds the object kinematically, so when you let go the body has zero stored velocity and simply drops. To throw, you must transfer the controller's current linear and angular velocity to the released rigid body at the moment of release.

How to fix it

1. Track controller velocity

Each tick, sample the motion controller's world position and rotation and compute its linear and angular velocity, or read it from the XR system if exposed.

2. Apply velocity on release

When releasing, call SetPhysicsLinearVelocity and SetPhysicsAngularVelocityInRadians on the body with the tracked controller velocity.

3. Smooth the sample

Average the last few frames of velocity so a single noisy frame at release does not produce a wild or limp throw.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.