Ik should be setup to pre-physics, and you should probably disable from the shoulder below while aiming down sights.
The whole point of physical animation for me is to:
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snag on the environment so that in 3rd person you get physically correct animations instead of clipping into walls.
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create hit reacts on the fly (using different profiles).
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alter the ragdoll states, so you can have different levels of rigidity (corpse rigor mortis).
If you are aiming down sights, there’s really no need to simulate physics. With the possible exception of snagging into the environment in 3rd person.
I just use a collider on the weapon to avoid that.
when it collides with something the ik offset is shifted, which essentially does what the physical animation component does but manually - because its dependent on the equipped weapon.
Also, mind you that 99.9% of AAA don’t give a ■■■■ about clipping at all…