In different tutorials on how to set up an active ragdoll, it is mentioned that you need to add a kinematic body to the root bone of the skeleton. But there is one problem. When we move the capsule to radoll position (if it was pretty far away. I don’t move capsule each tick, i move it in the end, when need to recover from the ragdoll to the normal state), a strange thing sometimes happens with the skeletal mesh - it briefly appears in a new location with the same relative position it had before moving the capsule. For example: your ragdoll falls 2 meters away from the capsule. So its position is X+200, where X is the initial position of the capsule at the start of the ragdoll, before applying phys impulces to the skeletal mesh. Then you execute the command set actor location (teleport = false) and set the actor position to X+200, because that’s where your ragdoll is located now. And for a couple of frames, the ragdoll shifts to the position (X+200)+200, because it had a relative offset of 200 cm in relation to the capsule. Then everything returns to normal by itself, and the ragdoll moves back to X+200, and now the positions of the ragdoll and the capsule match. (By the way, if you set teleport physics = true, when moving the capsule to X+200, then the mesh ends up at (X+200)+200 and does not move back, remaining offset by 200 cm relative to the new position of the capsule. That’s why I use teleport = false). At high FPS, this back and forth movement is almost unnoticeable as it happens very quickly. However, if you use multiplayer, this bug becomes very pronounced, and on the client, this mesh movement can take up to half a second or more. It is clearly visible how the skeletal mesh on the client moves back and forth. I can’t deal with this issue. If you do not add this kinematic body to the physics asset, this bug does not occur. But then the mesh remains lying on the ground in a rotated state, and all animations play ‘lying down,’ so I can’t properly blend between the ragdoll and the standing up animation, because the standing up animation also plays horizontally. Any ideas how to fix it? Or maybe there is a way to use phys asset without this kinematic body?