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
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
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