I’ve got an Enemy blueprint that goes into ragdoll when it dies. Once it’s set to die, it disables the collision of its capsule, sets the mesh object type to Ragdoll (custom collision channel that ignores ALL collision except for WorldStatic), and then the mesh Simulates Physics. Ideally, this should allow enemies to pass through the dead enemy’s mesh and ignore it while walking through it entirely, as the enemy collision capsule and mesh are both set to ignore the Ragdoll collision channel. However, the enemies’ meshes jitter whenever a nearby enemy dies - they seem to step up onto the dead enemy’s mesh very briefly and then snap back to the ground. The enemies’ capsules do not seem to jitter, only the mesh. I’ve set the “Can Character Step Up On” to No for both the capsule and the mesh.
Things I’ve done to try and fix this:
Adjust step height in the character movement to 0
Detach the mesh before ragdoll
Set Simulate Physics on a timer/on next tick so it ensures the capsule component disables first
Messed with imparting velocities
Set default enemy mesh collision to No Collision and updating to “Physics only” prior to ragdoll
Additional Context:
Enemies move with AI Move To
Enemies do not simulate physics otherwise
Enemy Capsule and Mesh start with Object Type “Pawn”
The enemies don’t drag around the dead enemy mesh - they otherwise ignore it.
Capsule Collision Settings:
Mesh Collision Settings:
Ragdoll Collision Channel Settings:
If needed I can try and get a video of the behavior, but I figured the post was long enough for now. If anyone knows what might be going on, I’d really appreciate any insight, because this has been bothering me for way longer than I’d like to admit.



