Hair Ragdoll Problem

The backpack has collision assigned to it, and every bone besides the hair ponytails are kinematic.
I don’t really think you guys have got my problem, here is exactly what is happening:

In the Physics Assets tab, everything is flawless and fine working!

But when I go ingame or test the physics in the ThirdPersonBluePrint, the first bone after the
last kinematic bone gets dragged down like 10 centimeters or so.
2cwOXT3.png
Here you can see that her ponytail hair tie is way too stretched, since it is the first bone after
her head, which is kinematic.

I am pretty sure that this is not a collision problem, but more of a bug in Unreal Engine.
Does anybody know how I could avoid this bug? I have tried importing the ponytail as a additional
mesh but did not have luck with that either.
Any guesses? :frowning: