Back again with another “How do I do this specific thing” that I wasn’t able to find in search
For reference, I’m using the FPS template with a few tweaks to the projectile system (removed gravity on the projectile itself and allows it to bounce off non-physics enabled objects and destroy itself on impact after hitting a physics object or 4 non physics) – Maybe I should just put the BP up
What I’d like to build is…
A target dummy (preferably something like the SK_Mannequin) that will stand upright or idle in animation until hit, at which point ragdoll will enable, impulse will be added to the mesh, and the projectile will self-destruct.
(Ideally, i’d like either the projectile or the dummy mesh to be able to call the “hits” variable on the projectile – if the projectile has not bounced off a environment surface first, it destroys itself and does not ragdoll the dummy)
I’ve been able to kind of make this work by adding on event hit >> set simulate physics “on”, which makes the dummy ragdoll after impact, but it just flops over. Haven’t been able to get the thing to accept impulse from the projectile.