I am trying to make my player float in water while dead i have two physics assets for the player one that it uses while in water and the other for while it is not in water how would i go about making it float when ragdoll is activated?
(Water Z - ragdoll Z) clamp it to min 0 max 1.5. Multiply that to (0,0,Mass*980) then use that to add force(event tick). Increase linear damping if it’s under water to prevent oscillation.
Look up buoyancy ue4 on youtube for better buoyancy.
Can you explain better? I’m trying to do what OP is trying to do, I want my ragdoll to simply float in water (buoyancy does nothing).
Using the engine built water stuff you need a special asset - in fact, just replace the dead enemy with a different skeletal mesh upon death.
On that mesh, set up the Phat asset to add buoyancy pontoon on the chest collider.
You probably only need one point - which is what the user above was suggesting to do, but by using your own physics calculations.
Then give the ragdoll settings and profile a look, you want to habe all bones simulate except the one you attached the buoyancy pontoon to.
Simulate all below probably works.
But you should limit that further to just arms and legs so that the mid section is stiff at all times.
The last part is to fake the water effect on the simulation, like the user above suggested, by adding some damping, so that the simulation appears sluggish, like it would in a liquid.