I have fire particles with module ParticleModuleLocationBoneSocket on pawn and when this pawn is running arounds particles follow him and they spawned from correct bone locations, but when he is turned to ragdoll they will stay where he was before ragdoll( particle positions are still updated from the animations).
I was able to reproduce this issue (though not exactly to the extent you are describing, my particles where only slightly offset from the bones and not left in mid air), but it looks like it has already been fixed in an internal branch of the engine.
To confirm can you please run this console command showdebug bones and take a screenshot of the ragdolled character on the ground.
Yes, you can. Execute the “showdebug bones” command then execute the “ViewActor [Actor’s ID Name(, see my picture below)]” and finally “Camera Freecam” which will allow you to rotate around the other actor.
As you see everything is fine with particles, but as soon ragdoll simulation started the particles stay in “IDLE” animation pose.
Observe the movie around 6s(“Broken particles” annotation will pop up)
I am still having problems reproducing this bug internally on 4.6. Is there anyway you can upload a sample project containing this issue for us to test?
Hi Eric
Creating test project is little problematic for now. But I have an idea what We can test for the first place, can You give me your test particle? I will test in my project if it is caused by particle or other stuff.
I’ve modified your sample and basically I was able to reproduce reported issue:
You will see pawn standing at stairs with attached bone socket particle. Press K to enable ragdoll and you will see that particle will remain at T-Pose, but whole particle system is rotated.
I will not have enough time to track down the submitted Changelist and Commit for you this week, but I did test and it is working in the 4.7.0 Preview 1.