Skeletal Mesh breaks without Per Poly Collision

My Skeletal mesh was working a few versions ago in my teams source control, but suddenly broke. Whenever any of the animations are played, the mesh spins rapidly, goes vertical and then stretches out before disappearing. I tried going back to that version, but alas, it didn’t become corrected. It was strange, it should have. I discovered enabling Per-poly collision fixed that problem.

However, a new problem arises, shooting the Skeletal mesh no longer causes damage, other Skeletal meshes without per-poly collision will respond to damage. I am in dire need of help on this, it is a rather complete character, and just suddenly broke. The animations and rig were created in Blender, exported using a pipeline that has been suitable and has shown great results, even with Root Motion; which this Skeletal mesh is using.

I would think about re-importing the whole rig, but if there is a way to avoid doing that, it would be greatly appreciated.

Regards!

And like usual for me, solved the problem. How I did it was very simple, in the Physics Asset for the Skeletal Mesh, I changed the mode from Simulated to “Default”. Was such a simple fix for a big headache.