Unreal 4 and Ragdolls?

Discuss issues pertaining to the various game/web runtimes of Creature here.
Post Reply
JuiceTin
Posts: 3
Joined: Sat Oct 27, 2018 6:30 pm

Unreal 4 and Ragdolls?

Post by JuiceTin » Tue Nov 27, 2018 4:39 pm

Hello, finally going to be starting the project soon.

Ragdolls are going to be a big part of it but I can't seem to find any info.

Is there any way to bind the creature bones to an Unreal4 skeletalmesh to use their ragdoll system, or any other method of creature ragdolls within unreal)?

Thanks!

chong
Posts: 1178
Joined: Thu Feb 19, 2015 2:21 am

Re: Unreal 4 and Ragdolls?

Post by chong » Tue Nov 27, 2018 7:56 pm

Hello,

There are a couple of ways to do this:

1) One way for you right now is to export your character as FBX from Creature. Then you can use the standard UE4 pipeline to do ragdolls.

2) You can also create a separate ragdoll in UE4 using UE4's ragdoll authoring tools, then use Creature's UE4 BP runtime to set the transform of the bones to be the same as your UE4 ragdoll per timestep ( essentially track them over time ).

3) Combine 1) and 2), use the skeleton created from the FBX ( since it matches the Creature skeleton more or less ) to simulate, then make the bones track the ragdoll

Thanks

Post Reply