Character Dead but still moving

Hello dear Unreal Engine Community,

i’m just getting started with animations and motion matching (totally a noob) and have a problem regarding my animations when the character is dying.

Here is a short video of me explaing things in further detail.

Video on youtube

If you need further details don’t bother to ask

Edit: i want the Character to ragdoll freely without animations

Thanks in advance
-Beni

I haven’t played around with ragdoll, but to stop movement on death you can disable or destroy the character movement component, also changing collision channel responses, I had an issue early in where the NPCs were pushing the body around

Hey there @AgentNeoslav! Welcome to the community! Since GASP is relatively new and there’s not many resources I’m not aware if it’s different than regular resources. I agree with Rofl, you’re going to need to disable the movement either via the node or if they can get up set a bool and branch prior. I’d take a look at the ragdoll implementation from this project (available on github) if you need a replication friendly method:

Disclaimer: One or more of these links are unaffiliated with Epic Games. Epic Games is not liable for anything that may occur outside of this Unreal Engine domain. Please exercise your best judgment when following links outside of the forums.

Are you having the same problem as I did? :laughing:

Try disabling the Capsule Collider of the character when ragdolling.
Also make sure you disable the movement via blueprint or C++ code.
Something else can be happening. Many reasons can cause that problem.

I’ll look into that when my internet has some reasonable speed, thanks :slight_smile:

Not exactly the same problem :confused: setting the collision anywhere (capsule, meshes, …) to no collision doesn’t solve the problem unfortunaly. I assume it has something to do with the motion matching/ animation blueprint, because using the rewind debugger and also looking into the ABP at runtime gives animations which i’d like to disable, BUT HOW? Thanks anyway for your answer :slight_smile:

Movement is disabled and collision also doesn’t seem to be the problem :confused: thanks for your answer anyway :slight_smile:

I’m a fool! I had static mesh components attached to the skeleton that caused collision to trigger. This also happens when there is no static mesh in the static mesh component

1 Like