Third-person character becomes detached from the camera

I rarely post here, but this one has me stumped. I am working on a 3rd-person shooter style game. The issue I’m having occurs after running some Blueprint code that essentially respawns the player. This is the second half of the code, that runs after things like enabling collision for ragdoll, playing a death sound, etc.:

After running the code, my camera is set to the location specified by the SetActorLocation node, but my character becomes disembodied from it. I can still aim, run, shoot, etc, and the camera moves as if the 3rd person character were still there. However, if I go over to the place my character died, I can see them moving about and performing all of the animations as I input the actions, but doing it all in-place and disembodied from the camera.

Another point I’d mention is that the script above worked perfectly for a different pawn that I was using, who has the same script (with different references, of course) contained within the character blueprint.

I understand giving a specific answer without all of the context and Blueprints could be difficult, but I hope I can at least be pointed in the right direction to find where the problem may lie.

I’m not sure what your specific problem is or why it works with one pawn but not the other. I can say that resetting the skeletal mesh after going ragdoll is notoriously difficult. Luckily, Epic provided a very nice solution during a training stream.

It covers a lot of other details but the main thing is a trick that gets the skeletal mesh snapped back into the capsule. It involves adding a body to the physics asset (19:40).

Worst case, if you can’t figure out how to fix what you have, I can attest that his solution works. GL!

Wow, thank you for pointing out the video; I completely forgot to add a body to the root bone on my second character! I added a kinematic box to the root as I did with the first character and it’s working perfectly now. Cheers!