Trying the Phyical Animation Profiles...not working out

I have a character that will die on a trap in my project and what I want to do is stick him to the trap and keep his spine from ragdolling, but I want his arms, legs and head to flop around to ragdoll.

I’ve tried the Physical Animation system, but as soon as I add one of those to the character’s PhysicsAsset, he immediately ragdolls at the start of the game and I don’t want that. I want the ragdoll to wait to be triggered.

I tried duplicating the Physics Asset and adding the PhysicalAnimation Profile to that and then swapping the Physics Asset when he dies to use the duplicate but this isn’t working well either. What’s happening is that the character’s constraints are all basically unconstrained now. His arms, head and legs all can freely rotate 360 degrees and there seems to be no weight or dampening to them. They spin around like crazy.

This is just the Sk_Mannequin_PhysicsAsset that comes with the 3rd person blueprint and I haven’t touched anything on it save for the addition of the Profile.

I want my character to have nice, stiff-ISH, movement in his arms and legs when he gets stuck to the trap.

Any advice?