I found several solutions but nearly none of them is really using the “Break Constraint” function.
So I just played around with the UE4 Mannequin and tried to break the bone “neck_01” and the head got dismembered. Only bug on that seems to be the vertices, sticking to the head so there is a graphical error/bug between the neck and the dismembered head.
My question on that is:
How can I separate two bones on a skeletal mesh with “Break Constraint”?
So I googled around and people showed me this YouTube Video:UE4 Dismemberment - YouTube
He creates two fully rigged skeletal meshes as components and spawns them on “kill” as proxies with a given force for the ragdoll.
And so I tried it this way with success, but complex animations are not synced and the head will have a different delayed moving.
My thoughts for a possible solution now:
Can I create two full rigged skeletal meshes (head & body like in the YouTube video) and attach the head to a socket on the body to sync the animations and should “Break Constraint” work on that?
Would be so much easier instead of spawning proxies like in the YouTube video.
Important is to break the bone in the animation to get a physical correct dismemberation.
Is anybody experienced with that?