Quick answer: Apply a physical animation profile with ApplyPhysicalAnimationProfileBelow, enable physics on those bodies, and set the component to drive them so motion blends animation and physics.

A Physical Animation Component lets a hit push limbs while animation still drives them. If it has no visible effect, the profile and simulation are not engaged. Here is how to enable it.

How to fix it

1. Apply a physical animation profile

Call ApplyPhysicalAnimationProfileBelow on the physics asset bone with a configured profile so the component knows the orientation and position strengths to use.

2. Set simulate physics on the bodies

Call SetAllBodiesBelowSimulatePhysics for the affected bone with blend physics enabled, so the simulated bodies blend against the animated pose.

3. Tune the physics blend weight

Use SetAllBodiesBelowPhysicsBlendWeight to control how much physics versus animation shows. A weight of zero leaves the body fully animated and hides the effect.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.