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Unstable Finger Bones During Ragdoll

I've added capsule bodies to the finger bones of physics asset of a character because I want to control this character in VR and have the players fingers collide with interactable objects (such as buttons and levers) in a physics based way. This part is working really well.

However, when the character dies, I want him to go limp on the ground in a ragdoll. This is going well aside from the fact that due to the small size and large number of the finger bones' capsules, the physics simulation of these small bones just becomes jittery and unstable - causing visual artifacts.

Since I don't need the fingers simulated while in ragdoll, I tried using "Set All Bodies Below Simulate Physics" node to stop simulating the finger bones. This stopped the jitter and instability from happening, but it freezes the location of the hands so that the rest of the body simulates but the hands (and arms) are stuck in position and no longer ragdoll naturally. Is there a way to disable the physics simulation of fingers by welding those bones to the hand, or even just delete the bodies associated with the finger bones in-game when the character dies?

Product Version: UE 4.19
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asked Feb 26 '19 at 04:10 PM in Using UE4

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