How would my pawn go Ragdoll and then back to animations?

Thank you so much for the feedback. This is very helpful.

I expected it’s going to have some hurdles because this hasn’t been tested well but I’m glad to hear you managed to make it work.

Note: Your Capsule Component must be set to a ‘Custom’ physics option.

Could you not just disable collision of capsule when you go ragdoll? And enable collision again when you’re out of ragdoll?

Next, instead of simulating physics directly like Lina suggested, I chose to “Set All Bodies Below to Simulate Physics” for all bones below bone index 1. (the pelvis)

I think this was smart move. I think the key is though you’d like to make sure root doesn’t have weight and on the ground. Like other mesh often imported root as pelvis or hip.

It’s important to note that physics must still be simulated in order for physics blending to work, which is probably the only problem in Lina’s tutorial

When I get to this, I’ll look into this again. My intention is not simulate, but it seems there is code blocking blending with physics when not simulating. Thanks for the tip.

To further complicate things, none of the ragdolling is replicated, so that’s something else we still gotta figure out.

We have a rough plan to work on this, not necessarily just ragdoll, but physics object replication. Ideally it would be great if you don’t have to, so it would look seamless in every machine although they all see different simulation.

Thanks,

–Lina,