[Begginner Qustion] How do i raggdoll my char on death before respawn?

Hello, ive got my death and respawn up and running, and now i wanna spice it up with ragdolling/Death animation.

Ive used this as my Char and Game bluprints

Ive added a Delay before destroy for my ragdoll or animation to take place, but getting that in, i dont know where to start, did some googleing but couldt find anything (Its been a long morning so i could overlooked somthing)

Ive watched this, but he spawns a ragdoll not connected to his player char. I just want my char to ragdoll on death, I saw this one and tried to mess around with it, but couldt make it fit my blueprint without getting er

Set a HP variable and its system. Set your default HP variable to 100. Set some function so you can substracte HP and set your HP to it.

(Input Pressed > Get HP -> Float - float(-50) > set HP)

Then add a branch. Condition = When my HP is lower than 0 simulate physics. You probably will be in need of Event Tick, so it checks it every second.

(Event Tick > Branch[condition (get HP > <=0] True > simulate physics)

This is how I did mine

Get Player Character -> Cast To My Character -> Disable Input -> Set All Bodies Simulate Physics (Checked “New Simulate”)

Tried to tie that into my CharBluePrint, but the ragdolling is not happening, this is how i did it, can you tell me where i am making the stupid mistake?

I’m not 100% sure but a few things I would to wire the reference of the GetPlayerCharacter to the target of the Set all bodies Simulate Physics?

Here’s mine

Changed my BluePrint to this, but are still not getting my char to ragdoll when he “dies”

One other thing I did when trying to figure mine out - was I bound the ragdoll stuff to a key in the level blueprint

so I’d start the game - hit ‘G’ and then the character would ragdoll (after I got it wired up correctly) - beats having to go find somewhere to die while testing :slight_smile:

have you tried to debug and watch the wires? maybe “Cast To My Character” is failing? - another thing I did (and do) is wire a “PrintString” to the cast failed wire and print to the screen some debugging message for myself

Here’s a question - is this a First Person Shooter? the FPS template only comes with arms for a character mesh anyway so these things may not work right - the arms may just fall to the ground and leave the camera where it is or something

Its a sidescroller, i am using the “Sidescroller Template”

The CastToChar is not failing, tested with a “Failed” print on the failed node and a “Sucess” print on the “Exex” node and it does fire.
Watched the Debug and the “White exec” line is firing all the way through

Alright, cool - same as mine was… the only difference is I put my ragdoll stuff in the pickup not the character blueprint

Maybe the character blueprint doesn’t like a reference to itself?

what about trying to (just to see) put the ragdoll in the Level blueprint under a key press?

…yeah so i am dumb, I forgot to add a psyics asset to the char. BUT, when he ragdolls now, he goes throug the floor, its always somthing :stuck_out_tongue:

I think in the collision presets for you character there’s a “Ragdoll” setting?