Animated pawn to go ragdoll and back to animations

Then in tick of your character interpolate PhysicsBlendWeight from 1.f to 0.f

At 0.f

set back, or to default
GetMesh()->KinematicBonesUpdateType = EKinematicBonesUpdateToPhysics::SkipSimulatingBones;

Restore skeletal mesh collisions and you are in the home:0