Quick answer: Fix overlapping bodies in the Physics Asset, blend into physics over a few frames instead of toggling instantly, and cap depenetration velocity.

The moment you call SetSimulatePhysics the character flies across the room. The physics bodies on the skeleton overlap in the current pose, so the solver applies enormous separation impulses. Fixing the bodies and easing the blend stops the explosion.

How to fix it

1. Eliminate body overlaps

Open the Physics Asset and shrink or reposition capsules/spheres so adjacent bone bodies do not interpenetrate in the bind pose; overlapping shapes are the main cause of the launch.

2. Blend into physics gradually

Use SetAllBodiesBelowSimulatePhysics with a physics blend weight that you ramp from 0 to 1 over several frames (SetAllBodiesBelowPhysicsBlendWeight) instead of snapping it on.

3. Clamp depenetration velocity

In Project Settings / Physics, lower Max Depenetration Velocity so the solver separates overlaps gently rather than with the impulse that throws the ragdoll.

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.

Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.