When ragdoll actor is reparented as "character", physics changes incorrectly pushing player. please help

The code belongs to the physics control content example, specifically it belongs to the base class “physics character” (if I remember correctly) (in which both parent controls and world controls are disabled). I’m reparenting because I want to use the functionality in a playable character. I honestly don’t know why they messed with the components because it works even if you remove the two roots and if the mesh is not a child of physics control (physics control was not a scene component in the older versions). I don’t know if it is a physics control bug but I don’t think so since on actors it works. I use 5.4 because it has extra functionality just for that. I know this plugin is experimental and pretty much all the tutorials on youtube use content examples because physics control is too ■■■■ complicated. It might be fine for a big studio, but for indie it’s the worst. Epic always leaves things half done. Anyway I thank you for the time you spent even if we can’t find a solution and I guess I will change method (it’s already the second time I change method because with physical animation a bug happens that makes it impossible to change at runtime the simulation of single bones separated from the rest of the body, which on physics control is possible to do much easier)