Hit reaction with UPhysicalAnimationComponent

I am having issues with UPhysicalAnimationComponent. I wanted to use physic weight to enable physical hit reaction. But there are some issues:

  1. With weight set on 0.0f I can not hit manequin hands. With 1.0f It works. EDIT : Fixed

2) I cannot detach bones - using code below.

Am I missing something? Should I look into collisions? If yes then what to look for - it works well without UPhysicalAnimationComponent (hit detection + bone detach). Any help is appreciated!

my timeline curve:
8de635d7a84156afad3b03a465da2cbd7437539d.jpeg

header:



UPROPERTY(VisibleAnywhere, Category = "Animation")
class UPhysicalAnimationComponent* PhysicalAnimationComp;
	
UPROPERTY(EditDefaultsOnly, Category = "Animation")
FName BoneNameForPhysicalAnimation;

UPROPERTY(EditDefaultsOnly, Category = "Animation")
FPhysicalAnimationData PhysicalAnimData;

UPROPERTY(EditDefaultsOnly, Category = "Animation")
UTimelineComponent* HitReactionTimeline;

UPROPERTY(EditDefaultsOnly, Category = "Animation")
UCurveFloat* HitReactionCurve;

FOnTimelineFloat HitReactionInterpFunction{};

UFUNCTION(Category = "Animation")
void HitReactionTimelineUpdate(float val);


source:



// BEGIN PLAY
PhysicalAnimationComp->SetSkeletalMeshComponent(GetMesh());
PhysicalAnimationComp->ApplyPhysicalAnimationSettingsBelow(BoneNameForPhysicalAnimation, PhysicalAnimData, false);

GetMesh()->SetAllBodiesBelowSimulatePhysics(BoneNameForPhysicalAnimation, true, false);
GetMesh()->SetAllBodiesPhysicsBlendWeight(0.0f);

HitReactionTimeline->AddInterpFloat(HitReactionCurve, HitReactionInterpFunction, FName{ TEXT("Floaty") });

// HIT REACTION
GetMesh()->SetAllBodiesPhysicsBlendWeight(1.0f);
GetMesh()->BreakConstraint(FVector(0.0f, 0.0f, 0.0f), Impact.Location, Impact.BoneName);
HitReactionTimeline->PlayFromStart();

// TIMELINE UPDATE
if(bIsDying || bTearOff)
{
    return;
}
GetMesh()->SetAllBodiesPhysicsBlendWeight(val);


Ok, I removed the

	GetMesh()->SetAllBodiesBelowSimulatePhysics(BoneNameForPhysicalAnimation, true, false);

line from begin play and now hand hit detection is no problem (hand physics were defined somewhere else). But the detach issue still persist.