View Full Version : Extreme Physics on Custom Character
02-06-2010, 07:11 AM
I'm making a custom character, I have it in working in game and the default animations work fine. I also setup the physics in Phat (copied them off another skeletalmesh as its the same scale).
The physics work fine in phat, and if I put a physics asset of my charater in the map it works fine too. But when I play as my custom character when I die my corpse is instantly shot miles away. Ane when I feign death I die on the spot?
Any help appreciated.
02-06-2010, 01:31 PM
try making your own asset, it only take an hour or 2 ;)
you can also check you launch.log to see if there are any errors
02-08-2010, 03:42 AM
Are you extending UTPawn or GamePawn? It's because both of those things, dying and feigning death, rigidbodies your character (changes its overall physics state) and then AddImpulse's the skeletalmesh. If you made your character have custom physics assets, and he or she is "lighter" than the defaults, then yup, it'll slam you around and kill you. You'd have to overwrite portions of the code that currently deal with feigning death and dying.
09-07-2011, 11:25 AM
I'm having a bit of trouble with feigning death. I have a custom character set up and when the player feigns death all is well, but when the player gets back up the custom mesh disappears and a different gun appears. So basically the player is invisible and there is a floating gun running around. If I feign again I can see my character, as a ragdoll, but can't get him to be the player again.
09-07-2011, 12:17 PM
Nevermind. I found the feign death stuff in the UTPAWN file and copied a part into my own custom pawn file and now it knows how to deal with it. I have my own custom camera so I didn't need all of it.
11-09-2011, 07:38 PM
hello, we are having the exact same problem. we are also using a custom pawn (OWPawn.uc third person camera code). Please be more specifc to what parts of UTPawn you had to copy/revise in your custom Pawn.
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