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
- Add the component to a character that needs ragdoll behavior and verify its Skeletal Mesh is configured for the project.
- Bind or set the Mesh Component on the character. Control when ragdoll may start or stop according to your movement and animation states.
- Use
StartRagdollandStopRagdollto 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. - Implement events such as
SelectGetUpMontage,OnRagdollStarted, andOnRagdollEndedin 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.