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:
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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.
Not exactly the same problem 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
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