In Unreal 5, I am trying to blend ragdoll into animation while keeping collisions on.
Case: While playing an idle animation, on shooting, my character left arm should go limp and then slowly blend back into animation.
Now, this DOES in fact happen but when I debug the physics assets collision with Chaos Visual Debugger I can see that the physics bodies of the arm are still simulating and are limping.
I am working on a hit collision system and If I try to shoot at the arm after it blends back into animation I cannot hit it because the actual bodies are left back limping along the torso.
I know I can set the simulation off after the blend back finishes, I have managed to do it, but I need the collision bodies to blend back at the same time as the rendered skeletal mesh so I can hit the limb again mid blending.
Is this a bug or I am missing something?