When a pawn dies, it goes to the Dying state and LifeSpan is set to RagdollLifeSpan. In the BeginState function it calls the Timer event like so:
As far as i can tell, the Timer event just keeps looping through to see if the Pawn can be seen. If it can't, it destoys it. I'm looking for the event thats called AFTER RagDollLifeSpan has ran out, which i guess would call Destroy(), but I can't see where the timer for that gets started.
Am i missing something here?
I want to stop the pawn being destroyed when it's in the air (caused by an impulse). I only want the pawn to be detroyed when it's been stationary for a few seconds AND RagdollLifeSpan has elasped.
Thanks
Code:
SetTimer(2.0, false); LifeSpan = RagDollLifeSpan;
Am i missing something here?
I want to stop the pawn being destroyed when it's in the air (caused by an impulse). I only want the pawn to be detroyed when it's been stationary for a few seconds AND RagdollLifeSpan has elasped.
Thanks
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