After getting all my character animations up and running the way I like, I stumbled on a potential issue and wonder how others are dealing with it.
It’s actually quite simple. While the animations are running (walk, run, shoot, etc) it’s possible that my character dies. Currently I set the SimulatesPhysics to true and let the physics engine take over. Because the character is in the middle of another animation, the affect looks very realistic. However, I’ve noticed that the final location of the dead character can be very different on each client. This appears to be due to each client being in a slightly different phase of the animation (due to slight lag). If the game has hills and stairs near where the player dies, the location of the player’s final resting place could be much different on other clients due to rolling or sliding. This would make looting and other game mechanics a bit more complicated.
Is there a better way to engage the ragdoll affect and have the player’s resting area the same on all clients?