Using standard Ragdoll system making the character fly?

Hello, I’m working on a class project right now where the player should ragdoll when they die. For some reason all throughout development the player, instead of ragdolling, has flown into the sky in a seemingly random way. The player is moving through animation, this is probably the biggest thing causing this issue but I am unsure how to fix it. I have already tried setting the player’s Physics Blend Weight to 1 in order to make it entirely physics based but this doesn’t seem to do anything to fix it. I’ve tried to fix this throughout development but haven’t been able to figure out what is even happening. Any help or ideas would be appreciated.

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Hello @Maelstrom979 ,
You can try the following to get ragdoll working:

In this case, I used it on key 1 as an example, but you should implement it in your own code. First, enable “Simulate Physics” on the mesh. Then, disable the character’s input.

Also, in the Mesh component, look for the “Collision Presets” option and change it to “Ragdoll”.

Finally, place the CameraBoom inside the mesh so the camera properly follows the character while it is in ragdoll mode.

Hope it helps!

Hey, thank you for trying to help. Unfortunately this simply results in the same thing happening. I have also tried combining this with the code that I previously posted here along with many combinations of changing it to only do this rather than making each bone simulate physics, setting it to not make the root itself simulate physics, etc.

My code replicating yours for testing:

The result of hitting 1 with this code:

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After trying this I did go into a new project to try ragdolling with the same mesh and it did the same thing. I then tried the same thing with an imported mesh and that worked perfectly fine. So, it seems like the issue is completely the tutorial mesh built into Unreal… I don’t know an actual reason that it would do this though still.

Test in new project with same mesh:

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Same exact thing but with a new mesh:

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Thank you again for helping. I think the issue was entirely with the mesh though. I don’t know why the default mesh doesn’t like to ragdoll though….

From what you mentioned, even when testing in a new project with the same mesh the issue still persists, while with a new mesh it works correctly. The problem could be related to how the default mesh handles its Physics Asset.

What you can also do to fix this on the default mesh is the following:

In your BP_Character, go to the Details panel and locate the Skeletal Mesh.

From there, right-click on it and select Create - Physics Asset - Create and Assign.

A window called New Physics Asset will open. Make sure the settings are correct (they are usually set properly by default, so you typically don’t need to change anything).

Once the Physics Asset is created, open it and verify that everything is working correctly. To do this, click Simulate in the top-right corner, to the left of the SK_Mannequin icon. The ragdoll should behave normally if everything is set up properly.


Let me know if that solves the problem!

Hello, I’m sorry it took so long to get back to you, I had given up on this and stopped checking the post. I thought I had tried resetting the physics asset of the mesh before but this ended up completely fixing it! I just generated for all bones and deleted the majority of them since I couldn’t figure out how to manually add a specific bone to make a physics body for. Thank you for helping!!

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