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

Is this issue resolved now? Or did you find a workaround? I have a very similar setup and I can’t get it to work. I need to have my whole skeletal mesh simulated and apply animation to bones in the middle of the hierarchy. If you found a way, I would love to hear it!

I worked around it by disabling physics / animation blending on the entire bone hierarchy, then selectively enabling it on the bones I wanted to animate. It seems like if there’s at least one bone above a blended one that is 100% simulating or 100% animated, then this bug does not happen. Hope that helps!

-Just an update to let you know this is ticket is still open and scheduled to be fixed and that I have noted an increase in community interest.

Ok thank you, I’ll try that!

I can confirm this issue still exists on 4.12. I have upvoted the issue on the bug tracker page Unreal Engine Issues and Bug Tracker (UE-11382)