Setting capsule components location

Hello everyone

I have been searching google and looking at youtube-tutorials to find a solution to my problem with no luck.

I got a character that can turn into a ragdoll and blend back to animations, it works great. In order to do this I’m simulating all the bones below the spine which causes the root of my skeleton to stay in my capsule components location. If I were to move my capsule component when the mesh is ragdolling, the ragdoll would move aswell further away from the capsule(I’m assuming the root is the cause of the problem since it’s part of the mesh and it’s location is at the capsules location).

I want my capsule to follow my mesh when he is ragdolling so I tried setting the capsules world location equal to the socket location of the spine with the event tick node. However this just causes the capsule component and the ragdoll to fly away into the abyss. Just like it is just speeding up the process of the “ragdoll moving” part as I explained above.

I’ve tried using “Set Actor Location” instead of “Set World Location” but I’m still getting the same problem. I also tried to detach my mesh from my capsule when he ragdolls and reattach him when I’m about to return to animations. Doing this causes even more problems for me in my project so I’m wondering if anyone knows a solution to my problem here?

Thanks

Sveyh

Anyone knows?

I have also tried to freeze the ragdoll using Set Component Tick Enabled and moving the capsule when he is frozen. It didnt work out.

What is the reason for moving the capsule with the mesh? In this case you might be better off turning the capsule off until you need it again.

If you do wanna keep it on while in ragdol, make sure they ignore eachother, store the skeletal mesh world location before moving the capsule world location after which you can set the world location of the skeletal mesh to the stored value. When you do this make sure to enable teleport.

Can’t see a “Teleport” option on my SetWorldLocation

The reason for moving the capsule with the mesh is because I want to create something like in the GTA games where everything follows the ragdoll if he gets hit by a car or something. I found a video on youtube showing the problem that I have - YouTube
I tried your solution and I cant seem to get it to work. First when I enter ragdoll I store the location of my socket location(spine) in a variable and I use that variable when I set the world location of my capsule component. This does not solve the “moving ragdoll” problem for me as if the capsule moves closer to the ragdoll, the ragdoll moves further away.

No, I cannot see the teleport option on my SetWorldLocation. Give me a moment to post some pictures.

Picture 01 is the start of everything, its running with the Event tick.
Somethings about my physics asset that I may add is that I have set Linear Limits to Free on my Spine and that my root bone does not have any weight on it.

Could you post your current blueprint or c++ layout, or maybe even the a simple project showcasing the issue?
You can’t see this teleport boolean in the blueprint?

I can post pictures of my physics asset if its needed. Just say the word.