Problems with Ragdoll Modding in XCOM 2

Hi, I’m trying to mod the human ragdoll physics for a game called XCOM 2, which uses the Unreal engine. I’ve found what is very likely the ragdoll physics asset that all the human actors use (ADVENT soldiers, XCOM soldiers and civilians) and am trying to edit it because in-game the ragdolls are a little iffy. They have a strange tendency to horizontally contract their knees sideways in an unnatural fashion after their ragdoll hits the floor when they would otherwise just keep their legs straight and in line with their body, like so:

When I got to this suspected ragdoll file that all the human ragdolls used though, there are no where near as dramatic effects on the knees as there are ingame, so I’m not sure what’s causing it. Basically what happens is the ragdoll lands normally after its owner dies, but a fraction if a second later the knees contract into a weird and often atomically incorrect position (IE the thigh and shin of a leg become one sometimes). I looked at the constraints the ragdoll uses and also that the left leg’s activity seemed to differ from that of the right, it seemed ‘springier’, and I looked closer and it seems to use a different type of constraint to its right-sided counterpart: Screenshot - ea2b9a40ac925b8b49807f2ed1217d56 - Gyazo

The left hip also has this type of constraint: Screenshot - 7a04e6b3124ec73e521aa4867e9ab70c - Gyazo and the right hip doesn’t.

Could the assymetry of the constraints be causing the problem, or would the thing responsible for the ragdoll behaving in this way be somewhere else, like in the code or something? I’d really appreciate any help whatsoever.

Thanks

Sorry, XCOM 2 uses a heavily modified UDK, and this is the forum for Unreal Engine 4.

I’ll move your thread to the UDK forums, but I don’t think this is the right place for your question, sorry. :frowning:

Alright, Please do.