Yup I will be keeping the Victory Blueprint Library updated, though remember I am including the entire source code, so anyone can rebuild my plugin if they feel I am not fast enough
Great to hear from you !
Ragdoll + Animation Blend
Wow lot of interest in ! I will check it out.
For those who want to poke about, check out **primitivecomponent.h**, there are these functions:
```
/**
* 'Wake' physics simulation for a single body.
* @param BoneName If a SkeletalMeshComponent, name of body to wake. 'None' indicates root body.
*/
UFUNCTION(BlueprintCallable, Category="Physics")
void WakeRigidBody(FName BoneName = NAME_None);
```
```
/**
* Force a single body back to sleep.
* @param BoneName If a SkeletalMeshComponent, name of body to put to sleep. 'None' indicates root body.
*/
UFUNCTION(BlueprintCallable, Category="Physics")
void PutRigidBodyToSleep(FName BoneName = NAME_None);
```
```
/**
* Force bodies in component to sleep.
*/
virtual void PutAllRigidBodiesToSleep();
```
```
/**
* Returns if a single body is currently awake and simulating.
* @param BoneName If a SkeletalMeshComponent, name of body to return wakeful state from. 'None' indicates root body.
*/
bool RigidBodyIsAwake(FName BoneName = NAME_None);
```
```
/**
* Returns if any body in component is currently awake and simulating.
*/
virtual bool IsAnyRigidBodyAwake();
```