Hi all,
I couldn’t really find anything via google so I was curious how various devs deal with enemies that are considered dead but are left around in the level.
Do you remove irrelevant components to save on performance/memory?
If the enemy ragdolls on death, do you create a separate ragdoll actor that uses the mesh pose, or do you leave the actor as is while just simulating the character mesh?
Personally, I wanted to attach some logic to ragdolls (sleep physics when below a certain speed threshold, or leave blood decals when hitting surfaces at a certain speed), and the best approach I could think of was the latter, but I’d be open to any other suggestions.