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There's nothing that would be immediately suitable for this.

  1. You could use Character instead of CharacterVirtual, but you would lose stair stepping and slope handling
  2. You could perhaps attach your constraint to the inner body (or a seperate kinematic body) and measure the applied impulse on the constraint attached to that body (GetTotalLambda) and apply that manually on your CharacterVirtual

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@LeXXik
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@jrouwe
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