After I kill off a NPC, it goes to ragdoll, but I suspect that it’s capsule still follows the player around because it keeps getting blocked by something I can’t see.
I can destroy the capsule but then when I stop the mesh simulation, it falls through the ground.
The simulation makes the NPC ragdoll wither around, which is fine for a few seconds, but then I want to stop the sim and just have the NPC lay where it is and do something about the capsule so that it isn’t having any collision.
That didn’t solve the problem. I’m still at a loss, but I know a bit more. my NPC blueprint has the character’s capsule as its root object. After I’ve called to destroy it, my player character can still run into it, and the error is telling me that it is in the process of being destroyed, even though I may have done so 10 seconds earlier.
I assumed the same, but I can’t make an empty actor the root for some reason. I’m told that the capsule is inherited. If I destroy the entire NPC, then I don’t have any dead bodies laying around
I could turn off all of it’s collision, but then it’s still following me around, not that should affect anything, just seems sloppy.
There is an additional isDead variable being set in there, which is for my use only and has nothing to do with disabling the capsule. You don’t need that node.