I’ve been working on a game that is intended to have heavily animation-based movement, and physics-based animation. A large part of that is healthy usage of ragdoll behavior.
Unfortunately, when I converted my project to UE5, I found some major physics changes, which feel like it’s going to make upgrading a non-starter, unless I have some way to work around them. The biggest issue being, when a character enters a ragdoll state, due to being hit by some force, that force is no longer transferred onto the ragdolling character, which makes the physics behavior look really bad.
I made a short video showcasing some of the problems here: Unreal Engine 5 (EA 2) Physics Inertia Problems - YouTube (UE5 starts at 1m in. Beginning of video is 4.26 baseline)
For reference, in this video, the “ragdoll” effect is achieved by calling “Set All Bodies Simulate Physics” to true on the character’s static mesh component, and using the RigidBody node as the only input in the character’s animation blueprint. The behavior is very similar when calling the “Set Simulate Physics (mesh)” method on the object’s static mesh component.
Is this a known problem for Early Access / is this something on the team’s radar to fix before UE 5 launches? Or is this the new desired behavior?
I’m hoping it’s the former, because I was looking forward to using control rig and the latest version of full body IK in UE5