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Thank you for suggestion, but the problem I’m having is not related to being able to constrain the bone or position the bone, it’s that, when I do, the ragdoll is affected by it where in the older versions of the engine, it wasn’t.
So, I’ve done some more experimenting and I just can’t seem to get past problem. There must be either a bug there, or a very specific way to go about achieving .
I don’t know if someone from Epic can maybe give some insight?.
The actual problem is with updating the capsule position to the ragdoll. Because when the enemy goes into ragdoll, you can kick him around and then later he gets back up. So before he gets back up, the capsule and the root bone has to be in the right position. I can have the root bone correct fairly easily but positioning the capsule is then the problem. The way I do that is with a “MoveComponentTo” node. The problem is that now, in ver 4.5 the ragdoll gets dragged along when I move the capsule, where in the older versions, it did not.
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Right. What I’m saying is (and is what I did), is you simulate physics on the mesh and capsule, and create a physics constraint between the entire mesh object and the capsule object for when ragdolling happens. That way you have a full ragdoll, but it’s tugged around by the capsule’s position and vice versa. If you give it some linear flexibility the ragdoll can still hit the ground and such rather than floating at capsule center, but when it gets back up it will be proximal to the capsule’s position rather than having gone flying away from it. I think what’s happening is in 4.5 if you manually define a bone’s position in some way, it stops simulating physics on it… a constraint is a way to control that bone’s position like you want (keeping it capsule-bound) without ever manually defining its position or stopping physics simulation.
Again, perhaps inelegant, but as a workaround to the new system it might help.