How to step on ragdoll body

Hi) the Essence of my question is - the enemy character passing into a condition of death becomes “ragdoll”, I want my character could step on it, but not push away from himself at a collision. For example there is a small hill from 100 ragdolls, and I should move up on its top. “ECB yes” is set in a capsule and a mesh in my character and ragdoll, but I continue to kick them instead of climb up)

or as option i can replace them with poseable mesh but collision isn’t working(

in a few words - ragdoll body as step )

Hello,

Replacing them with a mesh that can be posed is the right option in this case. What sort of behavior are you seeing with the poseable mesh? Is your character still colliding with the mesh?

What you can do, is go into your character’s movement component and set the Walkable Floor Angle to be higher than the default. I used 90 as a test, and was able to have more success walking over the Ragdoll, although there were still some collision issues. There is also an option Max Step Height that you can consider altering to see if it makes the character behave in the way that you would like.

Hi) im try set Walkable Floor Angle 90 and Max Step Height to 200, now i can walk over walls that 2 times higher then my character, but still kicking ragdolls =(
Also playing with collision setup for my char and “Corpse” (actor that spawned when Ai death) and still no collision not physical not query.
after some testing the main question is how to collide with poseable mesh because hundreds ragdolls drain a lot of performance) but i want be able to step on them anyway)

that is collision setup and death sequence screenshots

I’ve created a setup on my end using the same settings that you are using, and I am able to step on the mesh (as long as it is not simulating physics, because this causes issues with the collision).

If you’d like to provide your project, I can take a closer look at your setup and attempt to determine why you are unable to step up on your poseable mesh. If you upload it to Dropbox and provide a link, I’d be glad to take a look.

hi) ty for helping)
link for project link text

Looking at your project, it seems it did not start me on the map you are currently working in. As there are a lot of assets in your project, could you please specify exactly which map and with which assets I should be working?

Also, your poseable mesh doesn’t seem to actually be set at all, is this intended?

Minimal_Default map (they are only one)
assets in startercontent\blueprints\gameblueprints - bp_playerChar
and startercontent\blueprints\Ai - BT_char_ai2 and corpse
corpse have no model because im want to use them for all death bodie in game and they set mesh in this bp after death
im tryin set mesh inside “corpse” risult is same - no collision(

hm, reimportet project and seems maps overwriten

map- level1
seems it’s wor now) link text

I apologize for the delay. I’ve worked a bit in your project, but I have not yet been able to get the collision with the poseable mesh to work. However, in a clean project, I am able to get the character to step on the ragdoll without issue. Have you attempted to set this up in a clean, Third-Person project? This is where I created my setup, and it worked without issue with some small adjustments to the collision settings. However, these same adjustments did not seem to solve the issue in your project. I will continue to look into this issue, and provide updates as soon as I have more information. Thank you for your patience.

Hi) I try do ut in Third-Person project and can’t step on ragdoll
playing with max step height and walk angel, set push force in char movement component to 0 and nothing)
i can step on capsule with right collision setings but skeletal mesh ignor me(

anyway thanks for u help) i think its not important anymore because i can’t synchronize physics objects in multiplayer( and this leaves me with 2 options
1-death animation
2-leave unsync physics and forget about dead bodies or physic objects affect gameplay (

may be u hame some advise about this situation)

Hello,

I am going to mark this topic as resolved, as you seem to have decided that this is not the best way to go about usign this mechanic in your game.

In regards to your question regarding the best way to use physics objects in multiplayer, please create a new Answerhub topic for this, as it is different from your original question.

Have a great day