Mesh detaching from character capsule during ragdoll
We are currently trying to ragdoll enemies in response to player AoE attacks (explosions etc) and then have them recover using the physics to animation blend weight. However, we have run into a problem where when we ragdoll the character the mesh is becoming separated from the character's capsule component, which is preventing us from blending back into animation control.
Does anyone know a way we can keep the mesh firmly attached to the capsule at all times?
asked Aug 01 '14 at 08:13 PM in Blueprint Scripting
Hey. did you ever find a solution to this?
answered Sep 07 '14 at 09:26 PM
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