Unreal Engine 4.5 Preview!

[=RhythmScript;159643]
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.
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Ok, yeah, makes sense now, but man, that’s a pretty drastic workaround. I think that is a big problem and should be addressed, rather than weird workaround. Either that or there’s something to make it work properly, just don’t know about it.

I have also realized now doing more testing with my enemies, that Root Motion does not work on them anymore either. When I attack them I use root motion to push them backwards. works perfectly in 4.4 and 4.3 but not at all in 4.5

My player Root Motion seems to work fine though. I did not do any real searching to find a possible fix or setting that has to be set, but just by default, root motion seems broken on my enemies now.

Can someone from Epic please reply?. I’d like to know what’s going on with ragdoll and also root motion, if it’s a real problem or I’m missing something somewhere that got changed and I just need to set it up correctly?.