I was trying to implement this same functionality awhile ago, and it is definitely possible just using Kismet. You had the right idea to use Attach to Actor. However, you need to make use of the pickup boolean ("Is the player holding an item?") that is set to False . From there, attach a dynamic trigger to an interpactor…
Because you're trying to use a level-event scripting tool to implement game mechanics (which should be implemented in script). Think about it logically; of course that won't work. When you touch the trigger, you use the 'Attach to Actor' node to attach object A to object B. If you toggle the trigger, you're still just…
Cool, you're almost there. I think I know what the problem is: The Kismet sequences are firing off multiple actions at the same time instead of a sequential order. For example, for the top sequence the "Compare Bool" False output is setting the interpactor's physics at the same time that it is attaching to the player. You…