# My character spins in the air. After I tried to make it ragdoll.

**URL:** <https://forums.unrealengine.com/t/my-character-spins-in-the-air-after-i-tried-to-make-it-ragdoll/2689134>\
**Category:** Programming & Scripting\
**Tags:** ragdoll, unreal-engine, skeletalmesh, question\
**Created:** [January 2, 2026, 11:32am UTC](https://forums.unrealengine.com/t/my-character-spins-in-the-air-after-i-tried-to-make-it-ragdoll/2689134 "2026-01-02T11:32:20Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![NEYSE\_O001](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/neyse_o001/32/1139179_2.png) [@NEYSE\_O001](https://forums.unrealengine.com/u/NEYSE_O001)\
**Post date:** [January 2, 2026, 11:32am UTC](https://forums.unrealengine.com/t/my-character-spins-in-the-air-after-i-tried-to-make-it-ragdoll/2689134/1 "2026-01-02T11:32:20Z")

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I want to practically disable capsule component and use physics asset (skeletal mesh’s collision) only. Capsule component stops the chracter from hitting to wall or lying in the ground etc.

I set skeletal Mesh’s collision preset in the character bp to PhysicsActor and now its spinning in the air. Don’t know what I did wrong.

By the way probably I will set all bones in the character a different Physics Blend Weight ratio, not a total ragdoll system, just so you know. Actually I think this is technically not ragdoll, only physics animation but anyways.

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/c/d/3cdf13fdf43c8dd8f1f377a02af456dd7adc9fd6.png)

@ClockworkOcean 🙂

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**Author:** ![KingmouseFR](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/kingmousefr/32/1138667_2.png) [@KingmouseFR](https://forums.unrealengine.com/u/KingmouseFR)\
**Post date:** [January 2, 2026, 11:38am UTC](https://forums.unrealengine.com/t/my-character-spins-in-the-air-after-i-tried-to-make-it-ragdoll/2689134/2 "2026-01-02T11:38:57Z")

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Hi @NEYSE_O001 ,  
Why do you want to set the ragdoll at the beginning?  
I usually activate the ragdoll when needed and set the default collision as the default.

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<div class="post-metadata">

**Author:** ![NEYSE\_O001](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/neyse_o001/32/1139179_2.png) [@NEYSE\_O001](https://forums.unrealengine.com/u/NEYSE_O001)\
**Post date:** [January 2, 2026, 11:42am UTC](https://forums.unrealengine.com/t/my-character-spins-in-the-air-after-i-tried-to-make-it-ragdoll/2689134/3 "2026-01-02T11:42:08Z")

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Physics animaton will be always active all the time, if this is what you mean. Game is based on pyhsical movement in my mind at least. Actually Physics animation _was_ working, but capsule component is as I said limits character’s movement by not letting it hit the wall, lay in ground etc, somehow I didn’t had to change standard UE sample character’s skeleton or collision etc before.
