Hi, I’m testing out replicating the root bone location of pawns while rag-dolling.
While this is working in general, there are some odd effects the client sees. A bunch of jittering at first, and then a blurring effect on the pawns mesh before snapping back to looking normal.
Here a short video to demonstrate what i mean:
Here is what my PlayDying() method looks like:
simulated function PlayDying(class<DamageType> DamageType, vector HitLoc)
{
GotoState('Dying');
bReplicateMovement = true;
bReplicateRigidBodyLocation = true;
bUpdateSimulatedPosition = true;
//bTearOff = true; //Comment out bTearOff because we want replication to continue after death.
Velocity += TearOffMomentum;
//SetDyingPhysics();
bPlayedDeath = true;
KismetDeathDelayTime = default.KismetDeathDelayTime + WorldInfo.TimeSeconds;
AnimalDead();
}
Does anyone know how I can smooth out this issue? Thanks in advance.