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?
yes its the character class, its not really design for physics. even if it worked you’re only moving the mesh and not the Actor.
I know you would only move the mesh and not the actor but it is normal (and there is a way to avoid it from the physics asset, as done in als). I wanted to know if there is a way to “simulate” the mesh normally instead of having to unhook it from the actor and attach it to another temporary actor which is ■■■■ complicated
when you simulate it, it is unhooked and should ragdoll fine but the capsule still exists and could cause problems.
disable collision which i think you did but also check CanEffectNavigation and RVO Avoidance. disable animations too.
also probably disable collision between Ragdoll and capsule since you’d want the meshes to interact with each other
the collision between capsule and mesh should be completely nonexistent (in theory). I think it is because of a character property. I will try the things you told me as soon as possible
i mean against other players capsules,
the capsule is the character so when other players interact with the ragdoll, rather than mesh hitting mesh its mesh(ragdoll) hitting capsule(player)
navigation stuff does not work
(what i was trying to do was about capsule (player) and mesh (ragdoll)