I’m working with Ragdolls and have a setup where I can hit the mannequin and have it’s limbs come off based on physics (“linear breakable” set in the Physics Asset).
Problem - I can’t figure out how to determine which bones have been affected when a constraint has been broken (e.g. to add a bloodsplatter particle effect at that point, or to immobilize the pawn when it has no legs, etc.)?
I have a custom event bound to “OnConstraintBroken”, which fires correctly, but the event’s parameter “constraint index” always returns 0. Is this a bug or does it refer to the whole PhysAsset (0 as I only have one) and not the constraints therein?
I could check which bone has been directly hit in general, but that is not the same, as an impact could break off limbs that were not hit directly at all, and that wouldn’t tell me where the break occurred anyways (e.g. when hitting the lower arm, it could break at the hand or the elbow I suppose).
Is there a way to get the bone names of broken constraints or are there other events I should use instead?
Any suggestions how to tackle this, would be much appreciated.