Ok, It seems I finally found solution for this stuff. It works different than UT, because I changed 1 line of code in the engine and I’m able to blend ragdoll->anim even without simulation.
Can’t add everything in one comment
Engine changes:
In the USkeletalMeshComponent::BlendPhysicsBones( TArray& InRequiredBones)
I changed:
if (BodyInstance->IsInstanceSimulatingPhysics())
to:
if (BodyInstance->IsInstanceSimulatingPhysics() || BodyInstance->PhysicsBlendWeight > 0.f)
bool USkeletalMeshComponent::ShouldRunPreClothTick() const
{
//in my case I've enforced return value to true
//because I'm handling where and when PreClothTick is ticking
return true;
}