Character is not rendered for frame between Death animation and conversion to ragdoll physics
In the linked movie, if you pause at the 34 second mark and play frame by frame, you will see the character disappear for one frame, presumably as it blends from death animation to ragdoll:
[Link Removed]
*See also, attached images
GetWorldTimerManager().SetTimer(TimerHandle, this, &AShooterCharacter::SetRagdollPhysics, FMath::Min(0.1f, DeathAnimDuration), false);
To this:
GetWorldTimerManager().SetTimer(TimerHandle, this, &AShooterCharacter::SetRagdollPhysics, (DeathAnimDuration * 0.5f), false);
So that we are now turning on ragdoll physics halfway through the playing of the death animation, rather than after the animation is finished.
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Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Simulation - Physics |
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Affects Versions | 4.10.4 |
Target Fix | 4.11 |
Created | Mar 4, 2016 |
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Resolved | Mar 8, 2016 |
Updated | Apr 27, 2018 |