How to play animation on mesh with physical simulated root bone?

I have pawn with mesh that is simulated by physics. Mesh behavior as a Ragdoll looks correct. But when I’m starting to play animation on it by Mesh->Set Physics BlendWeight(0.1); mesh starts to freaking out. I found content example “Physical Animation”. It shows how to blend physics and animation but this example excludes root bone from simulation. Root bone have to be simulated if I want to move actor with AddForce. But when I start to simulate root bone mesh starts behave in unpredictable way, it’s spinning around own axis.
I need to move pawn rigid body by physics and also play animation. It could be compare to ragdoll with death animation in the same time.

Is it possible?