Thanks. This crash happens from time to time.
It will happens every single time if one of them is an active ragdoll (with an UPhysicalAnimationComponent)
PhysAnim->SetSkeletalMeshComponent(Mesh);
FPhysicalAnimationData Data;
Data.bIsLocalSimulation = false;
Data.OrientationStrength = 500.f;
Data.AngularVelocityStrength = 100.f;
Data.PositionStrength = 500.f;
Data.VelocityStrength = 100.f;
Data.MaxLinearForce = 0.f;
Data.MaxAngularForce = 0.f;
PhysAnim->ApplyPhysicalAnimationSettingsBelow(RootBone, Data, false);
Mesh->SetAllBodiesBelowSimulatePhysics(RootBone, true, false);
Mesh->SetAllBodiesBelowPhysicsBlendWeight(RootBone, 1.0f, false, false);
this->CapsuleComponent->SetCollisionEnabled(ECollisionEnabled::NoCollision);
To prevent the pawn from falling and keep it standing, I add a sphere to the root of the default third person physic body as kinematic and without collision. And with a free constraint to the hip. So the RootBone above is the “root” bone.