I have 3 wheeled mesh that is just using the skeletal mesh component with some collision primitives and constraints. I find that when a bone has a collision body associated with it I cannot rotate it at all in the anim blueprint. Once the body and constraint are removed I can rotate it but I need the body and constraint for the mesh to behave as it should. I know I am probably simply doing something the wrong way. Can anyone shed some light on the right way to do this?