How to push characters in 1 direction and at the same time ragdoll them ?

Hi, I have some trap in place where i want to push characters so they basicly fly far away with ragdoll effect. The problem im facing is that they either just get pushed but not anytime for some reason even if my collision hits them on my trap. Or if i set them to ragdoll they just fell to the floor with no pushing effect. I’m using “Launch Character” node and it looks like this atm

This is for testing puposes on a key. I awso want to move this to a trap where it has on collision begin overlap to trigger the push and ragdoll effect where right now it doesn’t push characters sometime or barely.

Do i need to set the characters that i’m trying to push and ragdoll to “set simulate physics” for this to work ?

you need simulate physics for ragdoll but then youd use add impulse instead of launch character

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I will try that ty

Edit:
Unfortunatly when i activate simulate physics on my enemy character shows some errors

And then the enemy falls under the floor im not sure why this are the collision settings i have on the floor where they all walk

Is there anything i can do to fix both issues ?

Enemy character has this collisions i guess something is wrong with any of those settings togheter when simulate physics is on:

If the traps are supposed to push the char in the same world direction (yeet them into the distance), I’d handle the vector differently:

This way it does not matter where the camera is. You can, optionally, account for the trap rotation, ofc.


If you keep adding something to the vector, you risk pushing things wrong way. Especially if you want to incorporate camera rotation. Although I don’t think you do and this is just an example.

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i cannot activate set simulate physics or my enemy falls under the floor. What collision settings should i chose so i can test this as in your video ?

I try to block all preset / query only physics / Object type to world dynamic and so on both capsule component and mesh but nothing works

This is on default settings, you need to enable collision on the mesh. 1st node in my pic.

I awready have that its just that when i press play enemy fall under the floor not sure what settings should i set. My floor is awso set to block them they normally walk on it but not when the “set simulate physics” option is turned on - or do i not even need to activate it ?

  • defaults look like this:

  • decent custom settings → what collision types you want to ragdoll against:

  • you’re missing desired world direction:

image

What collision settings should have the Capsule component? I have the rest as in your screenshot but they still fall under the floor…

If i change the preset to ragdoll on the capsule component for example they don’t fall under the floor but then fly away in high speed in any direction right after i press play…
I awready changed the settings as well on add impulse.

What kinda “works” is to set the mesh to pawn collision preset
then enemy spawn and dont move anymore but at least i can test the impulse… And nothing happens… looks like this then ( i try to push them from all directions)

You did not tick Velocity Change on the impulse node.

I did now. There is something flawed with the collision settings tough. If i set all the same they fall under the floor and the floor itself blocks all settings… anyway to make them not fall under the floor i need to set in the enemy capsule component to Pawn preset for example and mesh can be the same as you have exact same… with this setting

result:

If i set the exact same settings in the collsion of the enemy bp first all fell under the floor and second i get this error:

collision settings on enemy:


Edit:
I guess i forget set simulate physics node on the mesh lol. Now it works gg

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