Simulate physics on Skeletal Mesh teleport to origin
Hello, I'm trying to set simulate physics on a skeletal mesh to do a ragdoll of my character at death. But when the physics is simulated the mesh is teleported to origin. Also the ragdoll go crazy while it works perfectly in the PhysicsAsset.
How are you setting the character to rag doll in the viewport? If you're doing anything via the event graph in your BP it would be helpful to see that. Once you've posted that I can look see if I can reproduce this with the bi-pedal character that I have. Unfortunately, I do not have a quadru-ped, so hopefully there will be a similar situation that I can see on my end.
answered Mar 25 '15 at 02:44 PM
Tim Hobson ♦♦ STAFF
Is your Skeletal Mesh scale set to
In 4.18, the root of the mesh during simulate physics gets set to world coordinate of its actor relative offset. Which seems very wrong.
answered Mar 16 '18 at 07:18 PM
may be related to this: https://answers.unrealengine.com/questions/228817/set-simulate-physics-changes-position.html
this issue occured only when I enabled a lock position prior to actually simulating the physics. the intended goal was to set the system up to only allow z-movement during ragdoll, and then trigger ragdoll when needed, but setting contraints prior to the simulation trigger caused issues.
answered May 29 '18 at 07:37 PM
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