Created
April 3, 2020 10:47
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Enable ragdoll on a character with weapon
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void AFPSCharacter::Tick(float DeltaTime) | |
{ | |
Super::Tick(DeltaTime); | |
if (Health <= 0 && Controller != nullptr) | |
{ | |
// Shouldn't be in control after we die. | |
DetachFromControllerPendingDestroy(); | |
// Capsule collisions off | |
GetCapsuleComponent()->SetCollisionEnabled(ECollisionEnabled::NoCollision); | |
GetCapsuleComponent()->SetCollisionResponseToAllChannels(ECR_Ignore); | |
// Mesh collisions on | |
GetMesh()->SetCollisionProfileName(FName(TEXT("Ragdoll"))); | |
SetActorEnableCollision(true); | |
// Enable ragdoll physics | |
GetMesh()->SetAllBodiesSimulatePhysics(true); | |
GetMesh()->SetSimulatePhysics(true); | |
GetMesh()->WakeAllRigidBodies(); | |
GetMesh()->bBlendPhysics = true; | |
// Give it a push | |
GetMesh()->AddImpulseToAllBodiesBelow(-GetActorForwardVector() * 500, TEXT("root")); | |
// Destroy after X seconds | |
SetLifeSpan(5); | |
// Weapon Ragdoll | |
if (RifleInstance && RifleInstance->Mesh) | |
{ | |
RifleInstance->Mesh->SetCollisionProfileName(FName(TEXT("Ragdoll"))); | |
RifleInstance->Mesh->SetAllBodiesSimulatePhysics(true); | |
RifleInstance->Mesh->SetSimulatePhysics(true); | |
RifleInstance->Mesh->WakeAllRigidBodies(); | |
RifleInstance->Mesh->bBlendPhysics = true; | |
// Let it fly loose | |
RifleInstance->Mesh->DetachFromParent(true); | |
// Destroy after X seconds | |
RifleInstance->SetLifeSpan(5); | |
} | |
} | |
} |
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