Ragdoll Nightmares

Good morning all,

Still new to this but I’m getting on well with my first game. I have a little guy running around a moon trying to get to air pods before his air supply runs out. I’ve come up against a really weird problem and can’t seem to find a solution, though.

I’ve set my character to ragdoll when his air runs out. It’s a super simple setup with a function controlling his air, and it sets a Boolean ‘is dead’ when air =0, and then if true, ragdolls him. I have ‘simulate physics’ unchecked by default. The ragdoll is triggered by a set simulate physics node.

My issue is that the character now repels the air pods when he stands on them, before he dies. They just scoot out from under him as if they’re magnetically polarised.

Physics is set to off for his capsule too. If I turn physics off for the ‘air pods’ which are just flattened cubes set to spawn at random offsets, they float above the landscape.


What’s weird is that the set physics node has no effect. So even when remove the node and set mesh physics to ‘off’, the ragdoll collision setting is still repelling objects. This leads me to think that the ragdoll is independent of physics and what I’m actually triggering is gravity, which then effects the ragdoll. Does that make sense, and am I kinda right?

Could anyone shed any light on this for me please? Is there a way to trigger the ragdoll collision setting after death?

Cheers!

Chris