GetMesh()->SetRelativeLocationAndRotation(InitialMeshTranslation, InitialMeshRotation); // these are initial transformations I’ve cached them long time ago this way,
//because I didn’t know how to obtain defauls from the character skeletal mesh component:)
GetMesh()->AttachTo(GetCapsuleComponent());//reattach skeletal mesh component to capsule
//In >4.8.3 this is also crucial, because if you turn off simulation on the Skeletalmesh Component, the USkeletalMeshComponent::PreClothTick will never be called, and the blending will not work at all
GetMesh()->RegisterPreClothTick(true);
GetMesh()->PreClothTickFunction.SetTickFunctionEnable(true);
GetCharacterMovement()->StopMovementImmediately();
GetCharacterMovement()->SetDefaultMovementMode();
bUseControllerRotationYaw = false;
float Duration = PlayAnimMontage(MontageToPlay);
GetWorldTimerManager().SetTimer(TimerHandle_StopFeignDeath,this, &AHatredBaseCharacter::StopFeignDeath, Duration, false);
//this in theory loads first frame of the MontageToPlay animation to SpaceBases
if (!GetMesh()->ShouldTickPose())
{
GetMesh()->TickAnimation(0.0f);
GetMesh()->RefreshBoneTransforms();
GetMesh()->UpdateComponentToWorld();
}