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Ragdoll and Recovery

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Created: Oct 19, 2026Updated: Oct 19, 2026

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Responsibility

UGGS_RagdollComponent provides ragdoll start/stop flow, network state synchronization, and recovery extension points for a character. It does not provide a skeletal mesh, Physics Asset, animation Blueprint, or get-up animations; your project creates and configures those.

Integration

  1. Add the component to a character that needs ragdoll behavior and verify its Skeletal Mesh is configured for the project.
  2. Bind or set the Mesh Component on the character. Control when ragdoll may start or stop according to your movement and animation states.
  3. Use StartRagdoll and StopRagdoll to enter and leave the flow. The component provides server RPCs and reliable multicast transitions, and replicates state needed for recovery presentation. Do not make a client the authority for shared state.
  4. Implement events such as SelectGetUpMontage, OnRagdollStarted, and OnRagdollEnded in Blueprint or C++ to connect your animation and state machine.

Recovery settings

The component exposes ragdoll state, grounded-result, and target-location runtime data. If Play Get-up Montage Only When Ended on Ground is enabled, configure the front- and back-facing get-up montages; when the option is disabled or no montage is returned, your project animation logic owns recovery. Test facing up/down, stopping on ground/in air, and remote network presentation.

Networking and verification

The server handles start/stop requests and broadcasts state transitions to relevant instances; target-location correction uses a separate server request. Server authority, character movement replication, mesh physics settings, and the animation state machine must work together. In a minimal multiplayer check, observe the server, owning client, and remote client to confirm pose, recovery timing, and animation remain consistent.