How do i make a projectile like the stake gun?

Hello, i’m trying to make a projectile that behaves the same way as the stake gun in Painkiller. Basically i fire a very fast projectile and when he collides with a character he continues the movement but brings along the character from the point of impact until stopping eventually on a wall. I though of 2 approaches:

- When the projectile collides with a character it will make the character go into ragdoll mode and it will attach the projectile to the mesh with KeepWorldOffset (i only got it to work with this option) and then every tick apply force on the direction of the impact to simulate the projectile movement and eventually stopping when it gets to a wall.

Using KeepWorldOffset works fine, but when it’s in ragdoll it stops working because the capsule component is separated from the mesh. Also, i’m having problems detecting when he reaches a wall, because of that it never stops applying force.

- When the projectile collides with a character it will make the character go into ragdoll mode and attach the mesh (with KeepRelativeOffset or KeepWorldOffset to maintain the offset?) to the root component of the projectile.

I tried implementing this but as soon as the collision with the character occurs the projectile stops. How do i make it continue after colliding with the character without using the addforce of the previous approach? Even if i solve that problem, i would like still to interact with the body, but going ragdoll, i would have the capsule component issue mentioned on the previous approach.