So, basically I’m using extended version of Chaos Manny Pawn from Mover Examples. I added Physical Animation component to it and enables it (all the constraints are correct). And then I got this result https://youtu.be/3qR846cBgqw.
My assumption is that enabling of async physics which is needed for Chaos Mover Backend causes a chain where updating of physical bodies of the skeletal mesh is few frames from the capsule movement caused by gathering data from Chaos Mover.
Do you have any Ideas of how this can be fixed? Would some kind of force update to SKM during gathering data from Chaos Mover will help?

