Simulating physics to ragdoll a character then blending into a "get up" animation

Has anyone had any success in doing this? I’ve been stuck on this for a while now and I’m sure there’s a way to do it in BPs. I can post examples of what I’ve got so far if it helps, cheers.

Have you tried to simply stop simulating physics on your skeletal mesh and then telling animBP to play get up animation? How are you trying to do this?

Im trying to something similar here. To begin with i just tried to set blend weight to something in between 0 and 1 and that i failed at. Hope someone can shed some light on this. To see what i do, look at this video i recorded. Maybe someone can spot what i do wrong: - YouTube

I don’t have a solution for that spinning (and wondered myself regarding it) but if you put down your character via physics you could at least help him to stand on it’s feet again if you reattach the mesh to your capsule:

The screenshot shows my “if simulate physics is false again” part and I set the MeshResetTransform variable only once at start and take it from GetRelativeTransform of the mesh.

If I’m not mistaken, the spinning thing has been around since UE3.
It would really nice if a dev could shed some light on this issue.

Subscribed, because I would like to know this too.