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unreal engine4 - Humain skeleton physics constrained

I am trying to use physics to simulate a realistic human body. It's hands/pelvis/head/... should try to reach the target point as close as it can resolving skeleton constraints. I am studying Rigid body/Physics Assets/Physics Handle/Constraint/Animation to do so and fall into holes :

Using Physics Handle or Constraint, when my target point go beyond limits (too far away, or physics constraint prevent to reach the target) it completely giggle out trying at each frame a completely different physics resolution. (https://youtu.be/PwcqLG8gn4o)
Using Physics Animation the body is way to floppy, like falling under its own weight. This approach seems better since I already have a pretty decent Anim BP diriging the body, but I could not find any settings fitting my needs : respect of physics constraint & the physics environment by reaching as close as it can the target point drived by the animation. (https://youtu.be/KRzR1JWV1AA)

Is my approach correct ? Can I overcome any of these situation without writing another physics engine by myself ?

Maybe if I could know when the physics is out of bounds from code, I could manually drive my target point to the safe zone.

Thanks for your help.

question from:https://stackoverflow.com/questions/65882085/humain-skeleton-physics-constrained

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