How I can attach the capsule collision to the mesh of the standard 3rd person character so when I go ragdoll it follows the dead body instead of staying stuck in a vertical pose?
What is the reason you need the capsule in place after the skeletal mesh as ragdolled?
If it’s just to do a standard ragdoll death/stun of a character; normally you can handle this by ragdolling the skeletal mesh and then disabling collision on the capsule component.
If you then need to wake the character back up, you will move the capsule to the ragdolls location, disable Simulating Physics, and then reattach the skeletal mesh to it’s parent component.
I thought it was necessary for the collision of the ragdoll but I’m new and I miss a lot of things and anyway in the way you said it works so thanks again