Activating ragdoll and sending impulse at the same time?
I have projectiles (rockets) that cause damage and a radial phys push upon impact.
If an enemy takes enough damage, he'll be killed and his ragdoll will activate.
The problem I'm having is that the ragdoll always just falls flat and doesn't take the force from the explosion.
My GUESS is that it's because:
Projectile cause damage -> radial impulse -> enemy checks damage -> yup, I'm dead. -> activate ragdoll -> ... (Phys push happened in a previous tick)
or something like that.
What's the best way to set this kind of stuff up?
asked Oct 11 '15 at 11:41 AM in Blueprint Scripting
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