Save Ragoll Pose from Simulation to Editor?

Hey All - I’m trying to drop a bunch of characters with physics in simulation mode and then store their bone data so I can reload them in their ragdoll state in the editor (for a scriptable tool).

I can save each bone and it’s respective transform fine, but when I try and set them through my editor script the node ‘Set Bone Transform by Name’ doesn’t seem to work and my characters are just in the A-Pose. I’m using a poseable mesh for this as that node doesn’t work with skeletal mesh. I’m guessing it only works in runtime??

So, my question is, is it possible to set the bones in editor to manipulate a skeletal or poseable mesh or is this just not possible?

Thanks very much!

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How did you save the transform of each bone? I don’t know about posable mesh. While simulating the physics body, you can right click on it and at the bottom “keep simulation changes”, then save the pose as an animation file. Then you can use the pose directly or create an animbp and “layered blend per bone” if you only want part of it.
As I’m only creating some decorative corpses, the animation asset alone with some additive editing would work.