I am working on a bike game. For this I am using the wheeled vehicle blueprint and just add the bike in the center of the four wheels and then copy the wheel rotation over to the bike rig. This works ok for an arcade style race game.
However I’d like to be able to simulate the physics on crash. Similar to the example where a game character turns into a ragdoll on death. This rig would fall down nicely:
But unlike a walking character pawn, I need to have the physics enabled all the time so the car/bike actually moves. Though with the physics enabled, I can’t override the rotation of the wheels and handlebar. So to manually control all the bones, I use this rig when driving:
Is there a way to switch between those types during runtime? Or can I disable the physics on some parts of the mesh?