Bone symulation doesn't work in montages

Hellow,
I’ve got a problem with physics simulation when my enemy character fires montages from Behavior Tree tasks. I made a Physics Asset and set some bone collisions to Simulated. In the character editor I set up cloth on some parts of my character mesh. Then I’ve added a Rigid Body node to the Anim Blueprint of the character and that made simulated bones react to physics. Both cloth and simulated bones work perfectly when the character performs according to the Anim Blueprint.

The problem is when the character is playing montages from Behavior Three tasks. Then all physics stop working for the time of anim montage and start working again when it ends. What am I missing here? What and where should I add to make physics work while playing montages in Behavior Tree?

Please help. I searched all the internet and can’t figure out what question to ask to get the ansver.

I solved the problem by making my own task. There is nothing specific in it that enables physics symulation - just Play Montage node and disabling movement during playing of the montage. When my task is plugged in to Behavior Tree bone simulation works as it should and when I switch it back to premade task Play Animation where I use the same montage it doesn’t. I figure it has something to do with premade task that messes up bones simulation.