Skeletal Mesh not moving as part of pawn

Have you set its animation BP?

I’ve created a pawn as the player representation in our prototype. The pawn consists of an invisible Static Mesh as root, a camera (on SpringArm) and another Static Mesh for the visuals (also on a SpringArm). Now I wanted to replace the visible Static Mesh with a Skeletal Mesh, but it keeps stiff when the game is started. If I open the physics asset only and simulate it, it moves according to its skeleton, constraints and so forth, but as part of the pawn, it does not.

Can anyone provide me with an idea what might change that? :slight_smile:

Currently, the Skeletal Mesh is set to simulate physics, enable gravity and to start awake…

Yes, but no class

No class = no animation BP = stiff character.

Are you animating the character in the player’s event graph?

Well, that makes sense of course! :smiley:

No, I’m not so far. I am going for a “getting dragged along” look, Ragdoll only basically…

It it’s a ragdoll what you want, then select the mesh component and set:

  1. Simulate Physics: checked
  2. Collision Presets: Ragdoll

Great, thank you! :slight_smile:

Now I only need to stop the ragdoll part from disconnecting to the pawn, but that seems to be a different topic. :slight_smile: