Using Blend Physics Weight causes skeletal mesh to spin at high speed

if (IsCharacterRagdoll)
{
// Update the Capsule’s World Space Location
GetCapsuleComponent()->SetWorldLocation(GetMesh()->GetSocketLocation(RagdollRootBone) +
FVector(0.f, 0.f, GetCapsuleComponent()->GetScaledCapsuleHalfHeight()));

			if (!IsGettingUp && !GetCharacterMovement()->IsFalling()) // && !GetCharacterMovement()->IsMovingOnGround())
			{
				if (!GetWorldTimerManager().IsTimerActive(OnGettingUp_Timer))
					GetWorldTimerManager().SetTimer(OnGettingUp_Timer, this, &ATDCharacter::OnGettingUp, GetUpDelay);
				IsGettingUp = true;
			}
		}
		else if (GetCharacterMovement()->IsFalling())
		{
			GetMesh()->SetCollisionProfileName(TEXT("Ragdoll"));
			GetMesh()->SetAllBodiesBelowSimulatePhysics(RagdollRootBone, true);
			GetMesh()->SetAllBodiesBelowPhysicsBlendWeight(RagdollRootBone, 1.f);

			// May not be needed
			//GetMesh()->WakeAllRigidBodies();

			CurrentPhysicsBlendAlpha = 1.f;
			TargetPhysicsBlendAlpha = 1.f;

			IsCharacterRagdoll = true;
		}