I know how to topple the player on death. The blueprint below shows how I do it. But the topple is different each time. How can I do it in a consistent way? Some help is appreciated.
you cant with physics, you’d have to use an animation
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I was suspecting this! Thank you for settling my doubt! I’ll go down that path and see. Many thanks once again!
You could record the rotations of critical joints onto an map<jointName ,array<rotation>>
at a set rate the when you want to play it back interp between the joint rotation from the array to the next step once done increase the step and repeat (do this for all bones).
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phew!
Thanks!
I’ll stick with the animation…
ha yeah i think you could just bake an animation using physics anyway but then if its always the same there is no real reason to use physics at all
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