void ABaseCharacter::SetRagdollPhysics() { USkeletalMeshComponent* Mesh3P = GetMesh(); if (Mesh3P) { Mesh3P->SetCollisionProfileName(TEXT("Ragdoll")); } SetActorEnableCollision(true); if (!IsPendingKill() || Mesh3P || Mesh3P->GetPhysicsAsset()) { Mesh3P->SetAllBodiesSimulatePhysics(true); Mesh3P->SetSimulatePhysics(true); Mesh3P->WakeAllRigidBodies(); Mesh3P->bBlendPhysics = true; SetLifeSpan(TimeAfterDeathBeforeDestroy); } else { // Immediately hide the pawn TurnOff(); SetActorHiddenInGame(true); SetLifeSpan(1.0f); } UCharacterMovementComponent* CharacterComp = Cast<UCharacterMovementComponent>(GetMovementComponent()); if (CharacterComp) { CharacterComp->StopMovementImmediately(); CharacterComp->DisableMovement(); CharacterComp->SetComponentTickEnabled(false); } }
void AShooterCharacter::SetRagdollPhysics() { bool bInRagdoll = false; USkeletalMeshComponent* Mesh3P = GetMesh(); if (IsPendingKill()) { bInRagdoll = false; } else if (!Mesh3P || !Mesh3P->GetPhysicsAsset()) { bInRagdoll = false; } else { Mesh3P->SetAllBodiesSimulatePhysics(true); Mesh3P->SetSimulatePhysics(true); Mesh3P->WakeAllRigidBodies(); Mesh3P->bBlendPhysics = true; bInRagdoll = true; } UCharacterMovementComponent* CharacterComp = Cast<UCharacterMovementComponent>(GetMovementComponent()); if (CharacterComp) { CharacterComp->StopMovementImmediately(); CharacterComp->DisableMovement(); CharacterComp->SetComponentTickEnabled(false); } if (!bInRagdoll) { // Immediately hide the pawn TurnOff(); SetActorHiddenInGame(true); SetLifeSpan(1.0f); } else { SetLifeSpan(10.0f); } }