Setting Velocity Is Extremely Inconsistent
I have an enemy, when it dies I turn on Ragdoll so it slumps to the floor. But I wanted the added effect of adding velocity away from the player upon death, by a means of adding extra knock-back and force
However, the results are insanely inconsistent. Some times it slumps to the floor, other is flies off a thousand miles away in the blink of an eye.
I have tried using many adding force nodes for this and they all yield the same results. (Add Force, Set Velocity, Add Impulse, Launch Character).
I am Turning the Mesh into a Ragdoll, and launching the mesh itself. I have tried detaching it from the parent controller, so it is literally just a static mesh with rag-doll physics and nothing else. But I still get these poor and inconsistent results.
asked Sep 14 '18 at 11:26 AM in Using UE4
Okay, I seem to have found a solution after returning to the problem. Annoyingly, it seems the only thing I did wrong was use the wrong node. There are roughly 10 nodes in Ue4 all designed to add velocity to actors, and there aren't any real discernible differences between them all, except one; "Set All Physics Linear Velocity". This seems to be the only node that adds velocity reliably. All the others do the exact same; which is add velocity but do so with extreme inconsistency.
answered Sep 14 '18 at 04:41 PM
Hi, If you have death animations for the character you're working on, you can try playing those anims on death, and enabling ragdoll on OnBlendOut
It's the method I tried on the latest project I'm working on, and it does seem satisfactory, but not perfect.
answered Sep 14 '18 at 12:48 PM
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