I have created a PhysicsAsset using PhAT. The root body (vertical) is kinematic with two simulated bones constrained using X, Y, Z motions locked, and limited swing to +/- 20 deg (see image below).
The issue is that when the skeletal mesh is added to an actor, and that actor moves at high speed, the simulated bodies lag a small distance behind where they should be.
I’ve tried enabling physics substepping to no avail. Anything I can try to get the bodies to be correctly constrained at high speed?