So I have a character “AI” that when hit enough with the pickaxe, it ragdolls. After 5 seconds it plays a stand up animation then start walking again. However, as you can see, the ragdoll is shown appearing wherever the character was first ragdolled.
How do I place the location and rotation of the ragdoll mesh so it will appear to wherever the mesh is next hit enough to become a ragdoll?
(For this I’m using a system where it hides the main character mesh, unhides the ragdoll, plays the stand animation, then hides it and shows the original walking mesh).
I spent too much time coding to no success, so I’m using a simplified version.
Hey @Villager-13,
I see that you are setting the relative rotation. Is there a reason you are not also using the “Set Relative/world location node” or instead using the “set relative location and rotation” node if you are only moving a component? Also, is the ragdoll attached to the character or somewhere else? If it is attached to the character, is there an intentional reason it’s not moving with the blueprint?
Any additional specifics you provide may go a long way in solving your problem!
Hey @Villager-13!
Checking in! Was the above the solution you were looking for?
Sorry, I got busy and never looked at this website again!
So what I have is that when the AI “dies”, the ragdoll will take its place and teleport to the current location of the AI’s mesh. However, I still get the same issue as before, where the ragdoll appears wherever it appeared the first time and repeats the same location, never actually following the AI’s mesh.
Hey @Villager-13,
Okay, so can you show us where you are setting the mesh? Is this supposed to be dynamic with multiple AI? Also, is there a particular reason you do not have a skeleton attached to each one that will move with each character?