Physically correct HIT simulation

Hi, unreal mind! ^)) Need suggest and help.

I’m makin’ a physically correct boxing simulator. Make this at a time Box Phys test 2 - YouTube

everything went well, until the moment when I encountered a simulation of the physics of the character through the physics asset. Physics works well, as i know, but the blows (the animated pack from the kobold) look ugly when they collide with the body, arms curl and break, the model stretches out like rubber in the direction of the motion vector. It does not look very good.

Question. Is it possible to achieve a good and realistic simulation of strikes through a physical asset? Or is it the wrong way? What should I do?

thankz! ^)