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Ragdoll

Jared Taylor edited this page Feb 2, 2020 · 7 revisions

Features

  • Semi-accurate network synchronization (more accurate than anything else you will find on marketplace that doesn't replicate horrendous amounts of information)
  • Extremely efficient replication
  • Get back up animation support

Setup

Make sure you have completed this step here! (Transfer Physics Asset)

Usage

Entry and exit from ragdoll is not implemented out of the box as it depends on how you do it. Here are some examples.

From Player Input

BP_MoveItCharacterDemo has a working input example

Full Image

RagdollBPInput

From External Sources & Events

If you are making a multiplayer game then anything that can trigger ragdoll (death, hit by car) should already be replicated and you can simply call "Start Ragdoll" or "Stop Ragdoll" from the appropriate event.

For example, a trigger volume exists in the world already, and Character Movement is replicated, so the event (hitting the trigger) that causes ragdoll is already replicated

If you have weapon systems in a multiplayer game, or vehicles, they are already replicated, so the event (killing a player) that causes ragdoll is already replicated

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