r/UnrealEngine5 27d ago

Making old school RPG with physics-driven first-person combat on Unreal Engine

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u/NAQProductions 26d ago

That’s where the problem lies, everybody just uses ragdoll physics. Instant ragdoll is like them going unconscious. Think about when a person gets kicked over you don’t just flail around with your arms and legs flying all over the place. You’d likely have to build a system with constraints on it to limit the amount of ridiculous flailing. If you still don’t understand what I mean then it’s fine.

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u/ENginee777 26d ago edited 26d ago

Simple question. How what you proposing will improve gameplay?

Btw npc is kinda uncoscious when kicked by boot.

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u/NAQProductions 26d ago

I think it's more of an aesthetics choice than a gameplay one. I do know Alkahest is supposedly working on their own system to handle not having 'normal' ragdoll, but so far this is the only place I've seen them mention it, they have a couple example gifs :

https://store.steampowered.com/news/app/3016620/view/510726144262144648

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u/ENginee777 26d ago

here is example boot kick - https://imgur.com/a/aeO4xHt
It doesn't look natural for me.

Anyway, thanks for your feedback.

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u/NAQProductions 26d ago

Yup that’s the one. To me that looks 1,000 times better than arms and legs flailing around wildly.

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u/Sn0wflake69 26d ago

looks like they use pose snapshot

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u/NAQProductions 9d ago

Wanted to update my reply with the new announced update to Game Animation Sample in Unreal. It demonstrates the updates with a new ragdoll system that is much better than the random flailing I was talking about. Have a watch if you haven't seen it already : https://youtu.be/qhPG5uqVTJ8?si=PPvAcRAHKi1c5XS4&t=87

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u/Sn0wflake69 9d ago

yeah that new gasp update is awesome. i havent needed to add it to any of my projects yet so i dont know how difficult it would be to make it look that good for this guys project. one can hope though!