How do i set up rag doll for use in sequencer

Hi, I’d like to have a character walk, then hit something (eg banana skin) then switch on ragdoll, all in sequencer. I am familiar with keyframing ‘simulate physics’ but this seems to be overridden by animation sequences. So it seems to work on a static character but I’d like him to be walking. What would be the process to set this up?

Thanks in advance

Could really do with some help here. Even if anyone could advise on how I get an NPC skeletal mesh to animate (eg run) then switch to ragdoll in one recordable sequence that would be amazing. I have been using animation previews and recording them but it’s only physics or animation… not both.

I can now get the BP_third person character to do some great take recordings but ultimately i need 3/4 characters to all run along then crash into each other (ragdoll) and this seems to be impossible in the take recorder.

Any help would be much appreciated. thx

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Yes there seems to be a bug here. If you create a character, attach a run animation, then keyframe simulate physics (body instance) it initially works as expected. The character runs then collapses. However after making adjustments on the sequence, it seems to reach a state where once you click simulate the characters no longer run- they revert to their A-pose, any objects with physics enabled are not affected by by the sequencer at all. It feels like the connection between the simulation and the sequencer is not resetting correctly… it completely breaks. This makes the use of physics in sequencer pretty redundant. Shame as it could be really powerful. Has anyone else experienced this?