Ragdoll Grab

I’m trying to have a ragdoll grab onto a moving object when the button is pressed and I can’t seem to overcome a few things about the physics constraint. It appears that the constraint objects can’t be moved during run time and actually update the position. Is this the case?

I can lock the hands no problem, but if I attach the constraint or the second component to a moving object, it doesn’t update the position of the joint itself.

If I constantly fire off “Set Constrained Components” every single tick, it somewhat acts as I would like it to as it seems to be reattaching itself every frame…but the problem is if the attachment object is moving upwards, the mesh doesn’t know to follow it. Just moving the constraint doesn’t move the hand itself.

Really the constraint should allow for attaching the joint to moving objects.

Is there something I’m missing on how we can accomplish this?

Well I did solve this for my January Game Jam and the answer is that the attachment point has to be simulating physics in some respects. Fortunately, animated skeletal meshes fit this category just enough to trick the system into doing our bidding.

So you can’t have a moving attachment point linked to a code driven moving static mesh, but you can certainly do it with an animated skeletal mesh.

I’m not sure if you can attach a dummy skeletal mesh to a static mesh though.

can you be more specific, I have the same issue and I want to solve this. Some screenshots ?

I don’t have that project still loaded up so sorry, no screenshots. It’s also been practically a year.

Mainly the attachment point itself needs to be attached in order to follow something and I found that I could only do this if I attached it to another skeletal mesh. If I did it with a staticmesh, the position wouldn’t update when I moved the object around. So the answer is to make whatever you need to stick it to a skeletal mesh.

I wanted my character’s hand to stick to a spinning obstacle when you held the button. I was trying to just rotate a staticmesh and stick the hands to that. It didn’t work at all. The object spun, but the hands stayed where they were at the moment of attachment. As soon as I changed the obstacle to be skeleton animated, the attachment followed along.

It was overhead that isn’t officially necessary. There’s no need to use bones to rotate an object under normal conditions.

This may or may not have changed since then. My project was in like 4.4 or 4.6 or something.

Hope that helps, but I can help you further if you add me in Skype. Just make sure your intro message isn’t default because I get spammed and refuse all of them if it’s not custom. Put “UE4 Answerhub” somewhere in there and it will remind me.

Sorry I didn’t get any of that.
Basically what I’m looking for is.

My character just killed an AI character. AI character turns into Ragdoll. I want my character to pick that Ragdoll up and carry it.
both characters have this hierarchy.

Capsule component

Skeletal Mesh
Additional collision boxes.

Whats your Skype name ?