No worries! I was off work since yesterday, so apologies on the late response! So when you have a physically simulated SKM, it basically ragdolls initially. Physically simulating an SKM intentionally makes it a ragdoll, so it’s very easy to make ragdoll physics off the bat. In your case it’s not what you want. I believe you can change the physical asset itself and make it rigid, but the downside here is that because your flying system is physical, your animations would prefer to be as well. Not too bad for an experience dev, but you may face a bit of a challenge there.
So on to making those bones less floppy.
So there’s a ton going on in this image, so I’ll explain where I’m at. I’m in the Physical Asset of the Skeletal Mesh. You may or may not have one already for your mesh. I’ll include a tutorial for making one at the bottom of this if you haven’t. This takes over when you simulate physics on an SKM. This way you can control how the limbs bend and move. This helps not get super whacky distorted ragdolls. However in your case you’re going to go in and select the limbs, then their constraint (in the left) and set the constraint to either limited or locked. This will allow you to have those bones completely rigid by setting those values to 0, or locked.
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Tutorials on physical assets:
Documentation on physical assets:
