Active Ragdoll Mesh Setup?

Good day, all!

I’ve been working on learning Unreal Engine’s ragdoll system, and I’ve gotten to the point of understanding the general setup of how to get a ragdoll working, but I wanted to understand the topic deeper, particularly when it comes to how to design a mesh for ragdolls in Unreal Engine.

Is it only possible to use a fully rigged and skinned mesh, or is it possible to use hierarchies to link separate “pieces” of a mesh together, as if they were connected using hinges? Using a fully skinned mesh would not be a problem, but, stylistically I was wondering if that was possible.

Thank you!

Hey there @Cleeeps! Are you trying to only have a portion of the Skeletal Mesh ragdolling? Or maybe partially physically animated? Depending on what the actual use case is, I may have a couple of resources!

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Physical based animation (fully skinned SKM):