I have a project with a character BP with mob logic. I need to make a scene where the character walks on the edge of a cliff or something, then falls down from the cliff, then stands up and behaves like a common mob.
There is a reuse of this setup with different heights expected. So I guess there has to be a ragdoll fall instead of animation.
So I decided to use the skeletal mesh of the character, not the BP_Actor itself, to avoid the hustle with the capsule component not following mesh in simulations.
- I plan to play an animation on the skeletal mesh,
- then switch physics simulation, so SKM will fall like a ragdoll,
- then play a standup animation/montage,
- and then destroy SKM/spawn character BP.
Now I need to figure out the way to blend from ragdoll to an animation asset/montage. It has to be a blending, because switching isn’t accurate and too obvious. Can anyone suggest anything? Also maybe there are better workflows for such scenes and I’m missing something?