lies.adding additional collision components won’t effect character movement.right?
The true reason is CharacterMovementComponent can’t calculate full body IK, so it has to use the simplified capsule and calculate the scene root movement.
If use the character mesh to interact with environment with custom made plugin, that’s lots of code to simulate body parts movements to match the movement input and make the soft body react to objects, effectively it’s trying to implement full body IK with character movement.
Enabling simulate physics will disable the CharacterMovementComponent because of the same reason that it can’t calculate body parts movements, although when experimenting with that the ragdoll character is still able to move weirdly.
The easier solution to implement this is to set the character capsule to be very slim that it almost does not exist, then set up the character physics assets to simulate physics animations with some blueprints for the body part reactions and then blend the simulation with animations.