In my Unreal 5.7 game I have an enemy BP_BaseNPC. Its happens to be a wolf. On play The wolf is alive and standing. It takes damage and dies. At the moment of death it briefly dips below the surface, flips, then pops back up and settles into a ragdoll pose lying on the surface correctly albeit in a jumble.. I have set the mesh collision to Ragdoll ( I have seen many Suggestions for this) But this didn’t help. If you can watch a video it is there on youtube. I want to fix this . TY https://youtu.be/WvKRBQm_Rtc?si=30a1hUXmaPhNm-nv
Sending along my Characterbase in case something in HandleDeath() sticks out.
HandleDeath() seems neat. Can you try moving the capsule collision disable before SetAllBodiesSimulatePhysics(true) I’m not sure if the physics ticks on the same tick they are enabled but it’s worth a try.
Other than that try debugging the ragdoll colliders in the moment of activation. It might be the case that they already partially intersect the terrain when you enable them. I had similar problem in the past but in my case the ragdoll was flung in the air so I’m not really sure if it is the same thing.
Do the recording of the action and debug animations/states properly, see if that’s it.
If not, with the same system you are able to scrub along to see what the mesh is actually doing at that fraction of a second, so it’s worth doing anyway.