Controlling PhAT contraints during runtime

Hi Benn,
Thank you for your reply.
It is good to know that C++ Code can access skeletal mesh PhAT constraints.
When I look at the PhAT constraints, they are just normal constraints. So I was actually hoping that accessing them is possible, but that it has simply not been implemented yet into blueprints. It is not a common use case for UE4 after all to do self balancing ragdolls, or ‘powered’ ragdolls. If it works however, and with the rock-solid UE4 physics it should, then having truly animation-free gameplay would be amazing. Especially with the human-like PhAT constraints that already work so well, as described above.
Looking forward to digging into C++ again and to creating ragdoll walk, jump etc. algorithms that are aided by self-balancing during the course of the next months!