Elasticity in skeletal mesh during physics simulation

Hi! Using unreal engine 5.01 to animate virtual actors to live action footage. One problem: physics simulation.

For one: skeletal mesh works just fine, but static mesh actors gets affected by physics at a much more limited rate, when using sequencer. They do get pulled by gravity, but suuuuper slow. When activating physics simulation outside of the sequencer they behave as expected. What am I doing wrong?

Secondly: is there a way to limit the “stretchiness” or elasticity of skeletal meshes? When they are moved rapidly, for instance by a constraint, they stretch so much they look super unnatural. How can I dial this property down a couple of notches?

Thank you very much for any insight!