A typical use case for the RigidBody node is to simulate motion for secondary structures on the character's Skeletal Mesh, such as ponytails, chains, or other bones that are hanging or extended from the character's main body that require collision interaction with the rest of the Skeletal Mesh and the level. The RigidBody node can be used to simulate dynamic and reactive motion to these structures in real time, in a more efficient process than more performance demanding techniques, such as true physics simulation.