Frakatchoo  
                
                  
                    December 1, 2024, 11:57am
                   
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              Unreal 5.5 seems broken at this level. Some characters teleport when ragdoll is activated.
The reasons are:
I never encountered this problem on previous versions of UE, only on the latest 5.5 version.
             
            
              1 Like 
            
                
            
           
          
            
              
                Ivan3z  
              
                  
                    December 17, 2024,  7:19am
                   
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              Pump the post!!
My SkeletalMesh is teleported to the spawn location during ragdoll UE5.5.1
this is causing the problem:
SetAllBodiesSimulatePhysics(true);
             
            
              
            
           
          
            
              
                Ivan3z  
              
                  
                    December 18, 2024,  1:08am
                   
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              Hi @Frakatchoo 
Did you find your problem?
My conclusion is that some optimization option is causing the problem (In my case).
Have you been optimizing the mesh, capsule or movement component lately?
Now I’m trying to find the problem.
If I find it I’ll let you know.
Please let me know if you find yours.
This is my post:
Thank you so much!!
  
  
    Ok… I tried the new code on UE4.4 version and I have the same problem. 
And with the old code in UE4.4 version there is not problem. 
So the problem must be something in the configuration I’ve done this last month 
(I created a bug in my new code… Trying to optimize I broke everything…). 
Does anyone know what configuration option could be causing this problem? 
Thank you so much!!
   
 
             
            
              
            
           
          
            
              
                Ivan3z  
              
                  
                    December 18, 2024,  3:12am
                   
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              I solved mi problem…
This is my solution… maybe help
  
  
    I finally found the problem: 
This was causing the problem: 
KinematicBonesUpdateType = EKinematicBonesUpdateToPhysics::Type::SkipAllBones; 
This solved the problem: 
KinematicBonesUpdateType = EKinematicBonesUpdateToPhysics::Type::SkipSimulatingBones; 
I don’t understand how commenting these options in the constructor didn’t work. 
I had to test all the options one by one from the blueprint. 
It’s the price you pay for optimization. 
On one hand you gain FPS and on the other you lose super cool…
   
 
Best Regads!!