Quick answer: Unreal SkeletalMesh physics asset bodies stuck in T-pose for collision? Set bUpdateOverlapsOnAnimationFinalize = true and enable per-bone collision update.

An animated character’s capsule body collides correctly, but ragdoll-only bodies stay in their bind-pose location. The bodies aren’t tracking the animated pose.

Update Sources

SkeletalMesh component has KinematicBonesUpdateType. SkipAllBones means physics bodies never reposition. EntireMesh updates every kinematic body each frame.

Pose Update on Finalize

Tick group order: animation runs, then physics. If physics runs before FinalizeAnimationUpdate, bodies are one frame behind. bUpdateOverlapsOnAnimationFinalize aligns them.

Profile Per Bone

For most characters, only spine/head need kinematic update. Disable the rest in the Physics Asset’s body settings — saves significant CPU on crowds.

Sync Position vs Pose

Use SetAllBodiesBelowSimulatePhysics on transition to ragdoll. Bodies inherit the animated pose at switch time, then simulate independently.

Verifying

Animated punches register hits at the fist location. Switching to ragdoll inherits the current pose without snap.

“Physics bodies follow animation only when configured to. Set KinematicBonesUpdateType correctly.”

For hitboxes specifically, use sparse kinematic update — only the bodies that actually need to register hits — rather than the whole rig.