Quick answer: Unreal physics asset ragdoll bones visually drifting from the skeletal mesh over time? Constraint angular limits set too wide - drop swing/twist angles or enable projection.

Enemy ragdolls look correct on death frame 1. After ten seconds the skeleton is contorted as constraints drift past their intended limits.

Enable projection

On each constraint, set Linear Projection > Tolerance to 5cm and Angular Projection > Tolerance to 5 degrees. The solver snaps drifted constraints back rather than accumulating error.

Tighten angular limits

Reduce Swing 1/2 and Twist to anatomical maxima. Wide limits let bones rotate enough that the solver can't resolve them in one step.

Raise solver iterations

Project Settings > Physics > Position Iterations: 8. Velocity: 2. Default is 4/1; ragdolls need more to converge.

“Ragdolls are a constraint solver with shared opinions about bones.”

Bake a 'rest pose recovery' animation that plays after 5 seconds of ragdoll. Solver drift becomes invisible if the ragdoll settles into a recognizable death pose.