Animated pawn to go ragdoll and back to animations

Ok, It seems I finally found solution for this stuff. It works different than UT, because I changed 1 line of code in the engine and I’m able to blend ragdoll->anim even without simulation.

Can’t add everything in one comment :frowning:

Engine changes:

In the USkeletalMeshComponent::BlendPhysicsBones( TArray& InRequiredBones)

I changed:

if (BodyInstance->IsInstanceSimulatingPhysics())

to:

if (BodyInstance->IsInstanceSimulatingPhysics() || BodyInstance->PhysicsBlendWeight > 0.f)




bool USkeletalMeshComponent::ShouldRunPreClothTick() const
{
	//in my case I've enforced return value to true
	//because I'm handling where and when PreClothTick is ticking
	return true;
}