@gibb09@KielFiggins Thanks! No sequencer. I used Camera Manager BP for more complex camera settings and calculations based on the character animation and states
@volodXYZ@KielFiggins Didn't use Physics Component, just rigid body simulation. Blending back is done with the node Set Physics Blend Weight, where the blend weight float is controled by a curve in animation
@volodXYZ@KielFiggins The reassemble is blending those separate pieces back to animation pose, hiding them at a specific moment and showing the main body mesh again
@volodXYZ@KielFiggins Thanks. Each enemy has a second rig where each rock mesh is skinned to a separate joint without any hierarchy, during Death animation the main body is hidden, while these separate pieces are shown and simulated.