As you can see in the video, when I reparent the class from “actor” to “character”, the character in ragdoll starts pushing the player in an exaggerated way, which it absolutely did not do before. i am SURE it is not because of the collision with the capsule, but i think it is because of the characteristics of the character class and the movement component. can anyone help me out?
I had tried previously and tried again and it continues to do the same thing
help? pleaase ;((
i also tried reparenting it as pawn and does the same as actor
Did you make this BP yourself? What are these for:
- why do you need to re-parent? Why not do what you need to do in the character BP?
- is
Static Root
the default scene comp of the original actor? the hierarchy is weird, why would you attach a SK to thePhysics Control
comp? Physics Control
is an experimental plugin, in 5.4 I’ve run into bugs that were not present in 5.3 - how are you handling it? This no longer seems to work as intended, for example:
The last bullet point might be the reason why you’re not getting answers, and what I’d suspect here to be causing this rather uncanny behaviour. Not many people have experience using it and it’s somewhat fussy if you cannot iron out current kinks yourself.
The code belongs to the physics control content example, specifically it belongs to the base class “physics character” (if I remember correctly) (in which both parent controls and world controls are disabled). I’m reparenting because I want to use the functionality in a playable character. I honestly don’t know why they messed with the components because it works even if you remove the two roots and if the mesh is not a child of physics control (physics control was not a scene component in the older versions). I don’t know if it is a physics control bug but I don’t think so since on actors it works. I use 5.4 because it has extra functionality just for that. I know this plugin is experimental and pretty much all the tutorials on youtube use content examples because physics control is too ■■■■ complicated. It might be fine for a big studio, but for indie it’s the worst. Epic always leaves things half done. Anyway I thank you for the time you spent even if we can’t find a solution and I guess I will change method (it’s already the second time I change method because with physical animation a bug happens that makes it impossible to change at runtime the simulation of single bones separated from the rest of the body, which on physics control is possible to do much easier)