Handling NPC Death - the proper way?

I am sure many of you already do this and I am wondering if it’s an issue with Blueprints or not.

At the moment I have:
-Ragdolling
-Point damage handling and bone hits
-Destroying the AI controller
-Destroying the collision capsule
-Setting blend physics weight to 0.0 after death

Problems I have:
-Setting simulate physics to false crashes the editor “setsimulatephysics (Mesh)”
-“dead” enemies keep on twitching on the ground

Any help much appreciated as I am bit stumped at the moment.

Hi bhex,

For the crash, can you create a post on the answerhub in the bug reports section so we can better assist you? You can find the answerhub at http://answers.unrealengine.com.

I have been trying to reproduce it with the 3rd person template and it’s not happening there - I guess I can take comfort that it’s an issue with my blueprint(s).

I’ll try and figure out what’s wrong though and post on the answerhub with the issue.

edit, callstack is empty:

[]
MachineId: D322E24546B7E877ABE815B07946D986
EpicAccountId: 3f3b81827d1d44fcaf691eee668ed7e2

We apologize for the inconvenience.
Please send this crash report to help improve our software.
[/]