Below, you will find the steps for creating a simple graph to enable a Constraint Profile on a Skeletal Mesh Component in a Pawn.
Steps
- Open or create a Blueprint with a Skeletal Mesh Component.
- If your Blueprint doesn't contain a Skeletal Mesh Component, add one using the Components Panel.

- Adjust the Skeletal Mesh Component Collision settings.
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The Collision Preset needs to be changed so that that Skeletal Mesh Component has Collision Enabled and if a Pawn capsule (or other geometry) exists make sure that the collision settings are compatible. For example with a Pawn capsule make sure to ignore the Pawn collision:
You'll notice in our example that the Object Type is set to Pawn and that we're ignoring Pawns in our collision channels. This fixes the issue of the Skeletal Mesh trying to eject itself from the collision capsule. However, if you want the Skeletal Mesh to collide with other Pawns you'll need to adjust what Object Type your Skeletal Mesh is and then change how the Capsule interacts with that Object Type. See: Add a Custom Object Type to Your Project, for more information on creating Custom Collision Channels.
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Add a Physical Animation Component to your Blueprint using the Components Panel.
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Add a Name variable and call it Bone Name.
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Compile so you can set the value of the Bone Name variable.
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Change Bone Name Default Value to the desired target Bone, in this case,
spine_01.
- Switch to the Event Graph.
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Locate or create the Event BeginPlay event node.
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Add a reference to your Skeletal Mesh Component.
- Add a Set Constraint Profile for All node.
- Target is your Skeletal Mesh Component.
- Profile Name is the name of the Constraint Profile that you created (or will create) in the Physics Asset Editor.
- Default if Not Found is optional, if enabled then if a bone doesn't exist in the Profile, it will keep its current settings.

- Add a Set All Bodies Below Simulate Physics node connected to the Set Constraint Profile for All node.
- Target is your Skeletal Mesh Component.
- In Bone Name will accept the Bone Name variable as input.
- New Simulate should be enabled.
- Since you are using
spine_01as the target bone, Include Self should be enabled.
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Final Graph:
Begin Object Class=K2Node_Event Name="K2Node_Event_8" EventReference=(MemberParent=Class'/Script/Engine.Actor',MemberName="ReceiveBeginPlay") bOverrideFunction=True NodePosX=32 NodePosY=-16 NodeGuid=48E7E2C9458A1028A689B3A249855163 CustomProperties Pin (PinId=D1792C7A4CBF979351A63AB775A61034,PinName="OutputDelegate",Direction="EGPD_Output",PinType.PinCategory="delegate",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(MemberParent=Class'/Script/Engine.Actor',MemberName="ReceiveBeginPlay"),PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,) CustomProperties Pin (PinId=3880C4144B19D9B0F602638392FAD6FA,PinName="then",Direction="EGPD_Output",PinType.PinCategory="exec",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,LinkedTo=(K2Node_CallFunction_132 7ED8710C4A46FF83B175828EFBF77DAE,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,) End Object Begin Object Class=K2Node_VariableGet Name="K2Node_VariableGet_155" VariableReference=(MemberName="SkeletalMeshComponent",bSelfContext=True) NodePosX=32 NodePosY=112 NodeGuid=42ADF0644E0964ECBC298DB6863ADA89 CustomProperties Pin (PinId=788C7F5B4B4B5A7362C8AEA404935EEB,PinName="SkeletalMeshComponent",Direction="EGPD_Output",PinType.PinCategory="object",PinType.PinSubCategoryObject=Class'/Script/Engine.SkeletalMeshComponent',PinType.PinSubCategoryMemberReference=(),PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,LinkedTo=(K2Node_CallFunction_132 E1392084422728C657D6C3A54A4116F2,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,) CustomProperties Pin (PinId=D7B4F9F54069CB07496DEE843FDBBA6B,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinType.PinCategory="object",PinType.PinSubCategoryObject=BlueprintGeneratedClass'/Game/PhysAnimPawn.PhysAnimPawn_C',PinType.PinSubCategoryMemberReference=(),PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PersistentGuid=00000000000000000000000000000000,bHidden=True,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,) End Object Begin Object Class=K2Node_CallFunction Name="K2Node_CallFunction_132" FunctionReference=(MemberParent=Class'/Script/Engine.SkeletalMeshComponent',MemberName="SetConstraintProfileForAll") NodePosX=320 NodeGuid=19366CE04ECF7D2D1B3F3FAB826015E3 CustomProperties Pin (PinId=7ED8710C4A46FF83B175828EFBF77DAE,PinName="execute",PinToolTip="\nExec",PinType.PinCategory="exec",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,LinkedTo=(K2Node_Event_8 3880C4144B19D9B0F602638392FAD6FA,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,) CustomProperties Pin (PinId=94ECC7884A2DC860DBB45E8573B644E7,PinName="then",PinToolTip="\nExec",Direction="EGPD_Output",PinType.PinCategory="exec",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,LinkedTo=(K2Node_CallFunction_8 399238E643A83FB3CFC85CB926B5CF9F,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,) CustomProperties Pin (PinId=E1392084422728C657D6C3A54A4116F2,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinToolTip="Target\nSkeletal Mesh Component Reference",PinType.PinCategory="object",PinType.PinSubCategoryObject=Class'/Script/Engine.SkeletalMeshComponent',PinType.PinSubCategoryMemberReference=(),PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,LinkedTo=(K2Node_VariableGet_155 788C7F5B4B4B5A7362C8AEA404935EEB,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,) CustomProperties Pin (PinId=28663C674854E90FE78C718CD73FB3DF,PinName="ProfileName",PinToolTip="Profile Name\nName",PinType.PinCategory="name",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,DefaultValue="DocsConstraintProfile",AutogeneratedDefaultValue="None",PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,) CustomProperties Pin (PinId=D960208D49BE62D6FDE20698BB7D27CC,PinName="bDefaultIfNotFound",PinToolTip="Default if Not Found\nBoolean",PinType.PinCategory="bool",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,DefaultValue="true",AutogeneratedDefaultValue="false",PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,) End Object Begin Object Class=K2Node_VariableGet Name="K2Node_VariableGet_1" VariableReference=(MemberName="SkeletalMeshComponent",bSelfContext=True) NodePosX=624 NodePosY=80 NodeGuid=211663904BCAEE00C6164CBF0871A8B9 CustomProperties Pin (PinId=1EEABDD6494CBF38903C6691F5F5B45C,PinName="SkeletalMeshComponent",Direction="EGPD_Output",PinType.PinCategory="object",PinType.PinSubCategoryObject=Class'/Script/Engine.SkeletalMeshComponent',PinType.PinSubCategoryMemberReference=(),PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,LinkedTo=(K2Node_CallFunction_8 4DD6FE2846E695E0F3F569B06CED0A46,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,) CustomProperties Pin (PinId=D68B011B4E4D641D541E8CA766972993,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinType.PinCategory="object",PinType.PinSubCategoryObject=BlueprintGeneratedClass'/Game/PhysAnimPawn.PhysAnimPawn_C',PinType.PinSubCategoryMemberReference=(),PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PersistentGuid=00000000000000000000000000000000,bHidden=True,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,) End Object Begin Object Class=K2Node_CallFunction Name="K2Node_CallFunction_8" FunctionReference=(MemberParent=Class'/Script/Engine.SkeletalMeshComponent',MemberName="SetAllBodiesBelowSimulatePhysics") NodePosX=848 NodeGuid=3116B9174BA9B4F48CE4CAA1E47000EC CustomProperties Pin (PinId=399238E643A83FB3CFC85CB926B5CF9F,PinName="execute",PinToolTip="\nExec",PinType.PinCategory="exec",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,LinkedTo=(K2Node_CallFunction_132 94ECC7884A2DC860DBB45E8573B644E7,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,) CustomProperties Pin (PinId=C132D8014BC6A4DE84C437AF07CF838E,PinName="then",PinToolTip="\nExec",Direction="EGPD_Output",PinType.PinCategory="exec",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,) CustomProperties Pin (PinId=4DD6FE2846E695E0F3F569B06CED0A46,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinToolTip="Target\nSkeletal Mesh Component Reference",PinType.PinCategory="object",PinType.PinSubCategoryObject=Class'/Script/Engine.SkeletalMeshComponent',PinType.PinSubCategoryMemberReference=(),PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,LinkedTo=(K2Node_VariableGet_1 1EEABDD6494CBF38903C6691F5F5B45C,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,) CustomProperties Pin (PinId=7D29E35244DEB831C54B1CAEF4A5FE5C,PinName="InBoneName",PinToolTip="In Bone Name\nName (by ref)",PinType.PinCategory="name",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.bIsArray=False,PinType.bIsReference=True,PinType.bIsConst=True,PinType.bIsWeakPointer=False,DefaultValue="None",AutogeneratedDefaultValue="None",LinkedTo=(K2Node_VariableGet_181 4DF93E5141ACE87768E5D8A7543C7B07,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=True,bAdvancedView=False,) CustomProperties Pin (PinId=AE4340174DD534FEA5B812AE6DAEA1EB,PinName="bNewSimulate",PinToolTip="New Simulate\nBoolean",PinType.PinCategory="bool",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,DefaultValue="true",AutogeneratedDefaultValue="false",PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,) CustomProperties Pin (PinId=80EC7602465D797C7F0D4D93D6BA9BD5,PinName="bIncludeSelf",PinToolTip="Include Self\nBoolean",PinType.PinCategory="bool",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,DefaultValue="true",AutogeneratedDefaultValue="true",PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,) End Object Begin Object Class=K2Node_VariableGet Name="K2Node_VariableGet_181" VariableReference=(MemberName="BoneName",MemberGuid=A5E270C141CEE32A0269309215CEBAC4,bSelfContext=True) NodePosX=640 NodePosY=128 NodeGuid=B116D28D4BF4E6625FF02F92D2EA8DFD CustomProperties Pin (PinId=4DF93E5141ACE87768E5D8A7543C7B07,PinName="BoneName",Direction="EGPD_Output",PinType.PinCategory="name",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,AutogeneratedDefaultValue="None",LinkedTo=(K2Node_CallFunction_8 7D29E35244DEB831C54B1CAEF4A5FE5C,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,) CustomProperties Pin (PinId=F259489241A7853EE35268954C561767,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinType.PinCategory="object",PinType.PinSubCategoryObject=BlueprintGeneratedClass'/Game/PhysAnimPawn.PhysAnimPawn_C',PinType.PinSubCategoryMemberReference=(),PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PersistentGuid=00000000000000000000000000000000,bHidden=True,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,) End Object Hidden Graph Information
Variable Value Description Bone Name spine_01Used by the Set All Bodies Below Simulate Physics node to define what parts of the Skeletal Mesh are simulated. Component Description Skeletal Mesh Component The component that will have the Constraint Profile applied to it. If working from an existing Blueprint that inherits from Character, it will be named Mesh.
Result
Now when you play your game, the Constraint Profile will take over. Depending on your settings, this could mean that your character falls apart, or has motors engaged to make their arms flail around.
This effect was achieved by setting the Linear Limits on the upper arm constraints to Free.