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Ragdoll
- 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
Make sure you have completed this step here! (Transfer Physics Asset)
Entry and exit from ragdoll is not implemented out of the box as it depends on how you do it. Here are some examples.
BP_MoveItCharacterDemo has a working input example
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
LEGACY - Pre 2.4 - Default MoveIt Input File [ D ]
Prerequisite knowledge for using MoveIt
- Project Setup [ V ]
- Character Requirements [ V ]
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Character Setup [ V ]
- Optional: Adding Missing IK Bones [ V ]
- Retargeting Preparation [ V ]
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Animation Retargeting [ V ]
- Optional: MetaHuman
- Optional: Custom Retarget Pose [ V ]
- Transfer Physics Asset [ V ]
- Connecting Character Up [ V ]
- View Component [ V ]
- Spring Arm [ V ]
- Root Motion
- Weapon Poses & Aim Offsets
- Collisions & Physical Materials [ V ]
Settings, Look & Feel
- Turn In Place Overview
- Pivoting
- Cycled Movement
- Coyote Time & Bunny Time
- Walk / Jog / Run State
- Turning Circle
Expanding your MoveIt knowledge
Common game types with MoveIt
Tutorials contributed by community members