Physics animation glitch on spawned actor

I made a character in which I activate physics animation. If I put a character on a map in the editor, everything works fine. But if I spawn a character in the game, the physics animation does not work correctly. Maybe someone knows this bug and how to deal with it?

1_I spawn character with physical animation turned off, after delay physical animation turned on = physical animation work incorrect. 2_I spawn character with physical animation turned on = physical animation work incorrect. 3_Place character in editor with physical animation turned off, after delay physical animation turned on = physical animation work good. 4_Place character in editor with physical animation turned on = physical animation work good… …Looks like some time physical animation spheres ignore constrain limits or physical animation data setting.

Physical animation is quite fiddly. I have not seen this particular one before. But as a suggestion perhaps try spawning the character without the physical animation turned on, then later, once it is actually spawned, turn on the physical animation.

1_I spawn character with physical animation turned off, after delay physical animation turned on = physical animation work incorrect…

2_I spawn character with physical animation turned on = physical animation work incorrect…

3_Place character in editor with physical animation turned off, after delay physical animation turned on = physical animation work good…

4_Place character in editor with physical animation turned on = physical animation work good…

…Looks like some time physical animation ignore constrain limits or have wrong physical animation profile or ignore physical animation data settings…
AI character can switch skeletal mesh and animation blueprint, i feel what root of trouble some where here but i have not enough of fundamental unreal engine knowledge and need help.

I place the comment but it gone. I repeat short version of comment.
1_I spawn character with physical animation turned off, after delay physical animation turned on = physical animation work incorrect.
2_I spawn character with physical animation turned on = physical animation work incorrect.
3_Place character in editor with physical animation turned off, after delay physical animation turned on = physical animation work good.
4_Place character in editor with physical animation turned on = physical animation work good…
…Looks like some time physical animation spheres ignore constrain limits or physical animation data setting.

Try making a new blueprint for testing and setup physical animation on that one and see if you can get the same problem to happen when spawning in this new actor. If so, that way we can rule out any problems in the existing character blueprint. Additionally, you can try changing the body sizes/transforms and make the constraints set to free in the physics asset to see if it behaves any differently.

I had exact same issue without using physical animation. Well I had an unused physical animation component in my pawn, but after removing it the issue was still there.
After reading mr137 comments I’ve checked my pawn scale. It was at 0.3 then the mesh was rescaled in the construction script. I’ve set it to 1 and it works. Changing scale after spawn will lead to the issue
What works (at least for me) is to set the scale on the “spawn actor” node

Go to Character Movement component of the character
Check the box for true on -Run Physics with No Controller

set the mesh to physics and quary by default and them switch to quary only after spawn if you are not using physics in that moment