Hi Geoff,
Thank you for the quick response.
Can you clarify on how USkeletalMeshComponent::IsAnyRigidBodyAwake() can help me? As far as I can tell the rigid bodies never got put to sleep because Chaos disables the code path for rigid bodies on the ragdoll (i.e. they are constrained). The only way I can think of is by externally monitoring the linear speeds of the bodies and then manually put the bodies to sleep, effectively doing the work ProcessParticlesSleep() is already doing.
Is it possible to put in a support ticket request for this? As ragdoll physics isn’t really usable feature out of the box if it’s struggling to come to a settle.