The weird thing is if I just place the skeletal mesh in the world, get a reference to it and simulate physics it does work.
I also re-created this in 4.7 with the 3rd person template and it doesn’t work at all there either.
Is there some other way to simulate physics on a skeletal mesh inside a blueprint? Also checking or unchecking “simulate physics” on the skeletal mesh inside the BP doesn’t make a difference. I also tried creating a custom event inside the BP and then setting the simulate physics there but that didn’t work either.
To clarify, I meant that in your BP_Asian Ragdoll, if you go to the viewport and select the Skeletal Mesh component, does it have a collision preset? I’ve created a test blueprint using the base SK_Mannequin that is included in the Third Person Template and I was able to get it to simulate physics using your setup, but I had to first add a collision present in the Details panel of my blueprint. Hope that clarifies what I meant.
I had this same problem, fixed by updating collision preset.
Placing a skeletal mesh in the level and checking Simulate Physics works, but dropping that same mesh into a blueprint and turning on simulate physics did not.
I didn’t think to look at the Collision Preset like OP, because I didn’t expect default properties to change based on if its placed in a BP or a level.