Baked Sim to Physics Body handoff

I have a sim from Houdini that I would like to play then hand off to the physics body, like this tutorial:

When I press simulate in the Physics Asset Tab of Persona, it seems to work(ish). But when I run it in game it seems to finish the animation first then turn on the physics body at the loop with the object back where it started and all the collision geo get’s tangled up.

What have I done wrong?

solved:

I had to go into the skeleton tree of the Persona Physics Asset and remove the collision shape from the Transform Node. I then created single convex hull shapes for each of the pieces using the tools window. But this leads me to my next question, can I manually create a collision shape for a skeletal mesh piece? (I mean provide one with the fbx import)