I have an enemy that normally plays an idle animation of just looking around. I have set up this blueprint so that when the enemy dies, they will ragdoll. I have gotten the ragdoll to work however the enemy continues to play the idle looking around animation while on the floor.
I have managed to find a fix for this now by adding the Override Animation Data amd connecting it to the mesh of my enemy
You are doing it wrong - well not entierly, some of the settings you may want to leave as they are regardless…
Add a boolean called ragdoll to the ABP. From any state transition to a ragdoll state witout animation when ragdoll is true.
You are alslo potentially doing the ABP wrong.
Abps should contain 0 code.
In your character drag off a static mesh pin and pull the anim instance.
From that animinstance cast to the ABP class.
From that casted variable access/set ABP variables (like ragdoll) directly.
Without a ragdoll dedicated state machine you risk the animation BP trying to react to outside influeces…
Abps should contain 0 code.
Could you elaborate on this? I have never heard that before, and 100% of ABPs I have seen get the character info on tick in ABP. Just curious on some of the ‘why’s’ behind the ‘push’ to ABP rather than a ‘pull’ if that makes sense. I do this as well, so I am also asking for myself!
EDIT: Also, how do you make a ragdoll dedicated state machine? Never heard of that either!