[Problem] Add force to character's skeletal mesh component
Hi, I want to achieve realistic impacts for characters, and using "Set Velocity" has proven being not really nice for that. I've seen I can get the Skeletal mesh component from the character and use "Add Force" on it, but even with very high amounts of force and different Bone Names of the mesh it's not showing any effects. I've tried many types of collision for the character's skeletal mesh and capsule, but nothing works. The "Add force" function is executed, as seen when debugging the character blueprint.
What's preventing Add force to work in character's skeletal mesh component? If there's no solution, what would be the best way to achieve realistic impacts, collisions and physics for characters?
For forces to work, you'd need to enable simulation of physics for your skeletal mesh. That would, however, send it to physics mode, which means you no longer get animations. If you're doing a full ragdoll effect, you can put the skeletal mesh in physics mode, and revert back to animations after the ragdoll effect times out (this will be VERY difficult to get right though). I also seem to remember that in UDK there was a way to set only a subset of the character's bones to use physics simulation, though I don't know if it's possible in UE4. However, to get the best results with animated characters, you should use animations for small impacts (bullets and such) in which the character "winces". If you still want to use physics, you must set the skeletal mesh's "physics weight" to 1 to enable simulation of physics and then set it back to zero to switch back to animations.
answered Apr 19 '14 at 10:16 AM
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