 So you just want to apply some basic physics to your bones on a character, not a problem. Let's say that you have a character like this and you wanted the sash on your waist to be affected by gravity. Well to do this, go to your character's physics asset, select all the colliders, right click, set physics type to kinematic, then select the colliders that you want to be affected by gravity, right click, physics type, and pick simulated. Then right click again and under collision, pick enable collision all. Save, then go to your character blueprint and in my case, I'm just using the default third person blueprint, make sure it's set to your character and under physics, check simulate physics, then down under collision properties, set it to physics actor. If you save now and run the game, you will see the gravity now affects the sash, but it's doing some funny things and that's because it's actually contacting the player capsule collider. Now the only way that I've found to fix this is to go into your blueprint and under capsule collider under collision presets, set it to custom and change physics body to overlap. And this seems to solve the job, but it does cause some other problems when it comes to interacting with other objects in the world. So yeah, if you have any ideas on how to solve this capsule problem without also messing up how it interacts with your bones, leave a comment down below. I'd love to hear your ideas either way though. Thanks for watching. Hope this helps in as always and we have a fantastic day and I'll see you around.