A little question about HIT BONE

Hi, how can do ragdoll when the bones hit the wall or something. I tried with hit component by mesh, but it doesn’t work.

I want the same as in this video, when I hit the wall then to activate the ragdoll. In this clip, this ragdoll is activated with a key.

Thanks in advance!!

Typically it’s the cylinder collision (capsule component) of the character that will actually “touch” the enviroment and therefore that will generate the hit event, not the character skeletal mesh.

Hi, And why Hit and not overlap? Or with Overlap it also doesn’t work?

Okay, that’s what I knew. With the capsule component it works, but I don’t want with that.
But…How do I hit the skeleton? When the skeleton is hit, the ragdoll starts.
I can set the radius of the capsule to 10 and thus reach the “skeleton”,
but I don’t know what to do with skeletal detection.

Maybe, but :)) i don’t know how

Okay so from what I can tell, what you’re trying to do is surprisingly difficult to do in blueprint (there might be an easy way to do it with c++ but I don’t have the time to help with that).

There is a workaround which I’m gonna show you but it’s gonna be a little annoying and tedious to setup… unless someone has a better solution.

First of all, it seems you’ll need every single actor/mesh in the level that the character is going to possibly “touch” to have Enable Overlap Events enabled (enabling it only in the character’s mesh seems to not be enough).

Secondly, you will need to basically recreate all the capsules/boxes/spheres that your character’s skeletal mesh physics asset uses, in the character’s blueprint and create overlap events for every single one of them.

For example, here I added a capsule collision as a child of Mesh then I attached it to bone upperarm_r under the Sockets category

Then you can open the physics asset, find the capsule location, rotation, radius etc. and copy the values back to the capsule collision in the blueprint editor.


To get the correct Capsule Half Height value you need to do this small conversion… Length / 2 + Radius

I know it’s not an ideal solution but hopefully it can get you somewhere.

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Thank you for your reply!!
I don’t know C++ unfortunately:( . I tried a little test with just one capsule of large size, but when I socket her, she disappears.
I’m a beginner, I don’t know if that’s the way it should be.


And in the section “Collision”, I tried different options, but it didn’t work out. :frowning:

(Capsule Test) Collisions


It fails to print anything when I try to hit something as it works with the main capsule (Capsule Component)

(Capsule Component) Collisions

I really don’t know what I’m doing wrong. I thought there was something simple for the skeleton mesh that when touched by anything, to behave like an event and, in this way, to activate the ragdoll. I browsed the forum but everything I found, there are many with the same problem and without solving it :frowning:

Well these values here look wrong… that’s why it dissapears probably.
And you should not be changing the scale… if you want to change the size just use the capsule height/radius.
wrong

Try using the collision preset OverlapAll in your character, then create a test box (or something) in your level with BlockAll preset and Generate Overlap Events.

You can also use the console command show collision in game to see where your capsule collision is.

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