Pointing hand bone during ragdoll

Hello, I’m trying to point hand (two bone ik/fabrik) in animation blueprint which is playing during ragdoll to a dynamic point in world (other moving player)
It works great when not in ragdoll, but as soon as I switch the ragdoll mode with, the hand is not following the point (vector), like it’s losing orientation…

it act’s like it’s not following the actual orientation of the ragdoll

Can you provide a bit more information? Are you trying to manipulate the character’s hand while in ragdoll?

Yes, exactly, sorry for undetailed post
I have an anim blueprint with state for ragdoll in which im playing looped animation (gives nice effect)
In character BP I have a variable for 3d vector (updated every tick) called “right hand grab target”

This variable is being also set in animation blueprint via event graph → event BlueprintUpdateAnimation, of course it’s set based on value in the main character bp

Here is screenshot from state machine how I’m moving this hand (from clavicle [root] to hand)

(don’t mind the flail animation not being connected on this screenshot)

then in game I have 2 character,
the one I’m controlling is standing in front of the second character

Now when I enable ragdoll it’s working fine, the hand is pointed to second character, but as soon as my character is being rotated due to impact forces added (via events triggered via keyboard clicks) the hand is not following the vector, like it’s still thinking that im standing in front of the character

So:
initially the hand is targetting the point (pose with right hand stretched to back)
but as the physics keep going and my character rotates on floor and faces the direction - right hand is still “in the back” like it’s thinking my character is still standing in front

my guess is that it’s losing orientation, and probably my “grab target vector” should my somehow re-oriented based on for example physical pelvis transform, but I don’t know how to achieve this

Ok. I see the problem but I’m not sure I can help. I’m guessing that both physics and animation movement compound to create this behavior. Unfortunately I haven’t played with ragdolls that much. I can suggest you try disable physics for the hand (if you haven’t) with SetAllBodiesBelowSimulatePhysics or set very small physics blend SetAllBodiesBelowPhysicsBlendWeight.

Check this post: How to do a partial ragdoll? - #2 by Black_Phoenyx The OP wants exactly the opposite but you might find it useful.