Thanks for your reply, but that doesn’t really help me solve my problem
I’m trying to figure out how the collision setup should be to prevent this from happening. Physical animation doesn’t have anything to do with this problem I think.
in the ragdoll physics assets try enableing “CCD” on the collision spheres (or capsules). ue4 doesnt like fast and small moving objects. ccd is like more precise collision simulation, i made chemlights in vr which clipped thru the floor when throwing, enableing this helped me.
Dont really know, when i was testing the mp of the vr project im making my friend spawned 50 chemlights and they all collided with each other, they did not make any noticable performance impact, but they are single capsules after fall.