Physics asset problem

It took me 3 hours to make a new Physics asset to my mainCharacter.
Because the default was not good, but it worked.
The problem is that now when I change to what I created, the player immediately goes into a Ragdoll mode. Can anyone help ?

I took a video to show the problem more clearly.

Can you confirm than no bodies are simulating physics on the character? Does this also occur when you place the un-simulated skeletal mesh in a level?

Thank you for your reply.
Yes, before with the default physics it works normally.

I am attaching a video with default physics:

and this is a video with my created physics :

I’ve tried playing with the collision settings of the mesh in BP and it still doesn’t work.

Can’t fix the problem. It’s very strange.
Can someone help please?

It goes Ragdoll because it simulates physics now.

I think you wants mesh to push other Physics Objects, but not being pushed by or ragdolled.

To do so, you need to set ‘Physics transform update mode’ as ‘Component transform is kinematic’.
The default is ‘Simulation Updates Component Transform’

If u want to set does settings per bone. (like the body is controlled by animation, but hair is physics simulated)
You can change ‘Physics Type’ inside Physics Asset.
There is
Default : It will follow Skeletal mesh’s setting
Kinematic : It will ignore force from outside, and only follow animation.
Simulation : Basically ragdoll

Or u can just set ‘Simulate Physics’ value of skeletal mesh as false. To turn off any physical interaction.