Description

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

Steps to Reproduce
  1. In UE4.10 Binary, Open Shooter Game
  2. Open Visual Studio/ make project
  3. Locate in project and open ShooterCharacter.cpp
  4. On line 378 change this:

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.

  1. Play shooter game with lots of bots and record with FRAPS @ 60FPS (or similar)
  2. In recorded video find scene where character is killed
  3. play frame by frame
    RESULT: Character is not rendered for frame between Death animation and conversion to ragdoll physics
    EXPECTED: Character to render every frame
Callstack

na

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Fixed
ComponentPhysics
Affects Versions4.10.4
Target Fix4.11
Fix Commit2898788
Main Commit2913181
CreatedMar 4, 2016
ResolvedMar 8, 2016
UpdatedApr 27, 2018