Announcement

Collapse

The Infinity Blade Forums Have Moved

We've launched brand new Infinity Blade forums with improved features and revamped layout. We've also included a complete archive of the previous posts. Come check out the new Infinity Blade forums.
See more
See less

No project, just learning

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

    Perhaps because this:

    PBO_None, // don't do anything
    PBO_Term, // terminate - if you terminate, you won't be able to re-init when unhidden (ejem... see below)
    PBO_Disable, // disable collision - it will enable collision when unhidden

    I use this:

    mesh.HideBoneByName( bonename, PBO_Term);
    Mesh.ForceSkelUpdate();

    and to restore bones (even using PBO_Term):

    mesh.UnHideBonebyName(bonename);
    Mesh.SetPhysicsAsset(none);
    Mesh.SetPhysicsAsset(thephysicsassetagain);

    seems that needs to reasign the physics asset and all works like new.


    And for the ragdoll, have you included the root bone in the physics asset? I had to remove that bone (was not useful for nothing for the ragdoll, because the root is inside the pelvis bone) because had pawns flying too...

    An probably that is the problem, root bone is inside pelvis bone and they are always colliding.

    Moved to the new forum: https://forums.unrealengine.com/show...sional-name%29

    Comment


      thanks,that is going to come in very handy.

      Comment

      Working...
      X