Attached Skeletal Mesh Component with Physiscs does not follow parent's socket

Hey all, I’ve been struggling with an issue for a few days now and I could really use some help.

For context, our project allows users to customize their characters with optional skeletal mesh parts, some of which should simulate physics. In this case, its a fur tuft attached to a character’s tail.

The part simulates physics perfectly fine. My issue is, it doesn’t follow the transform of the socket I’m attaching it to unless I use Set Master Pose Component, turn off collision, but then all physics stop.

(its not evident, but the physics IS functioning here, but the component isn’t following the bone at all)

For reference, this is how its supposed to behave (skeletal mesh component added to the actor before runtime instead of via blueprints):

I’m adding a skeletal mesh component to the character actor via blueprint, enabling physics, and using a simple attach component to component node. I don’t want to use a physics constraint unless absolutely necessary; other skeletal mesh parts do not simulate physics and follow the character’s animation, this isn’t possible with a physics constraint, yes? Nothing changes if I use a set all bodies below simulate physics or a set all bodies simulate physics instead of a set simulate physics node. Nothing also changes if I tick the Weld Simulated Bodies box on the Attach node.

My skeletal mesh has a physics asset with a root bone set to Kinematic and its chain set to Simulated.

The skeletal mesh has collision enabled and at the moment I have Always Create Physics State ticked on, as I saw it solved some issues for other people.

The part simulates fine if I manually add a component in the actor, but I need a dynamic system that can add more than one component during runtime, so this is not an option.

Any ideas? Thanks

FIXED!

Deleted my original Add Skeletal Mesh Component node and re-added it. I had “Kinematic Bones Update Type” set to “Skip All Bones” when it was supposed to be set to “Skip Simulating Bones”

DOH!

ty