Collisions and Kinematic vs Simulated physics type. What is Ragdoll?

Hello,

I am very new to character animation.

I would be grateful if someone help me to clarify a few terms about bone, collisions, and physics types, including the term Ragdoll.

I’m not entirely sure if this is correct, but here’s my understanding. When collision is set to Kinematic, the object doesn’t respond to physics and instead follows the bone directly. This works well for (semi-)root bones. In contrast, bones further down the chain can or should be set to Simulated. If that’s correct, a good example would be hair, like braids or ponytails: the root bone should be kinematic and follow the head, while the remaining bones should be simulated.

I’m still have only vague understanding about Ragdoll. From what I read, the Simulated physics type applies Ragdoll simulations to collisions. This way we can simulate things like a falling, hanging, or rolling SkeletalMeshes.

Thanks

PS. I might need a separate post for this but here’s a side question
When I create Physics asset based on a SkeletalMesh, Unreal Engine creates collisions for me but I still don’t know what exactly are created collisions based on.