Components in Actors
If you would like to constrain a specific Component in an Actor, you can provide a Component Name in the appropriate property. If the root of the Actor is of a type that can be
constrained, it will be the default Component that is constrained. However, if you provide a valid Component Name for either Constrained Actor 1 or 2, that Component will become
the target of the Physics Constraint. If that Component is a Skeletal Mesh, you must also provide a Bone name in the appropriate property.
Functionally these two Actors and Physics Constraints produce the same effect; however, the Blueprint on the right could produce a different effect by making the Point Lights
children of the Root. A Character has a Physics Capsule as a root, but also a Skeletal Mesh, both of which can be targets of the Physics Constraint.
Once you have provided a Component name that the Physics Constraint can attach to, a bounding volume will appear around that component. If a bounding volume does not appear, check
the name of your Component and make sure it can actually be constrained by the Physics Constraint.