Constraint jumping on simulate

Why is this constraint jumping when simulating? There’s no collision enabled, and no overlap with any other body is happening. The body seen on the right has the same setup and works correctly. If I delete the one that is working properly, the jumping one then works correctly.

246410-jump.gif

Here are screenshots of the setup.

Skeleton tree. The problematic body is Skirt_Front_Inner_Proximal_R, while Skirt_Front_Inner_Proximal_L (the other side) works fine (both are set to Simulate). When I delete the L one, then the R one starts working correctly. The only other two bodies, LeftUpLeg and RightUpLeg are set to Kinematic and to collide with the Skirt ones.

Viewport:

Jumping body constraint reference locations (the other one looks similar but on the other side of the character):

Constraint details:

Can you show a screenshot of the physics constraint setup and the bone details?

Thank you Lusiogenic. I edited the original question and added more details.

I don’t know what’s happening but I suggest you disable the collision between the bones that are linked using the physics constraint. For that, check the Disable collision in the Constraint Behavior for two physics constraints. See if that changes anything.

Thanks again. Unfortunately I had tried that already and it didn’t make a difference.

I’m still trying to figure out what is happening with this particular asset and the constraints jumping out of place on simulation. Here another example of it:

254680-constraintjump.gif

If anyone else has this problem, this is probably a scaling issue, if you’re using Blender make sure that your unit scale is set to 0.01 and while in that scale your objects in the scene should remain at normal sizes. For example if you create a new cube while in the 0.01 scale its size should be around 2m. This is because UE4s default scale works with centimeters.