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Ragdoll problem - every submesh (apart from Master Pose) disappears when looking away from initial position.

Hello, We have a problem with our ragdoll system. We enabled the player to grab and move ragdolls around the map, however all skeletal submeshes (apart from Master Pose - eyes in this case) disappear when the camara looks away from the position where character was standing before going ragdoll.

You can see the problem here: http://pl.tinypic.com/r/23u9e11/9

We made sure that the Master Pose is set correctly: master pose

We figured out that it's probably a problem witth bounds, so we set "use bounds from master pose component" for all submeshes to true: use bounds

However, the submeshes still disappear. Any ideas on what's wrong and how to fix this?

Product Version: UE 4.19
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asked Jun 15 '18 at 11:39 AM in Blueprint Scripting

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RaggedGames
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After lots of trial and error, seeking help, and a little bit of luck I finally managed to find a solution:

  1. Set the master pose mesh "Physics Transform Update Mode" to "Simulation Updates Component Transform".

  2. Attach all the submeshes to the master pose using "Attach to Component" (keep world position).

  3. Set all submeshes "Physics Transform Update Mode" to "Component Transform is Kinematic".

  4. "Set Simulate Physics" to false for submeshes.

  5. Set "Use Bounds from Master Pose Component" to true for submeshes (Also, make sure that the master mesh has Physics Asset assigned).

  6. "Set Simulate Physics" to true for the master pose mesh when you wan't it to go ragdoll. Keep it false before that (Also, make sure to disable collision for the character capsule component).

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answered Jun 18 '18 at 06:08 PM

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RaggedGames
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