Thank you for clarifying. Yes, there is a way to have animations on an actor while simulating physics at the same time in Unreal Engine. This can be achieved using a combination of physics simulation and animation blending.

Here are the general steps you can follow to achieve this effect:

Set up the physics simulation for your character using a physics asset. This will allow your character to respond to physical forces like being hit.

Set up your character's animation blueprint to blend between different animations based on the physics simulation. For example, if your character is hit from the side, the animation blueprint can blend between the idle animation and a hit reaction animation that plays as a result of the physics simulation.

Add collision components to your character's mesh to detect when it is hit by another object.

When the character is hit, apply a force to the physics asset in the direction of the hit.

The physics simulation will then cause the character to react to the hit and move in response to the force applied. The animation blueprint will blend between different animations to create the effect of the character being hit and reacting to the force.

By combining physics simulation and animation blending, you can create a dynamic and responsive game where your characters react realistically to physical forces without having to program every individual hit and reaction animation.
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