(39) 's Extra Blueprint Nodes for You as a Plugin, No C++ Required!

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 :slight_smile:

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();

```
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