Hey there, I'm adding the respawn functinality and hit a couple of issues.
1. My character has a ragdoll ability attached. I'd say approximately 50% of the time he dies (usually when he collides with more complex geometry), the ragdoll ability is triggered but will remain active even after respawn, so he immediately collapses again. Is there a supported way to prevent this or should I just insert a stopability call somewhere?
2. I'd like to synchronise the logic so when my character dies, the ragdoll is activated, a valid spawnpoint is selected and then the revive ability is called and triggers from the selected spawn point. Should this just 'work', or is it worth creating a bespoke ability to trigger these as required? I appreciate there are delays to start the revive but it's not reliable given the fact that the ragdoll doesn't have a defined abort time.
Thanks
Ant
1. My character has a ragdoll ability attached. I'd say approximately 50% of the time he dies (usually when he collides with more complex geometry), the ragdoll ability is triggered but will remain active even after respawn, so he immediately collapses again. Is there a supported way to prevent this or should I just insert a stopability call somewhere?
2. I'd like to synchronise the logic so when my character dies, the ragdoll is activated, a valid spawnpoint is selected and then the revive ability is called and triggers from the selected spawn point. Should this just 'work', or is it worth creating a bespoke ability to trigger these as required? I appreciate there are delays to start the revive but it's not reliable given the fact that the ragdoll doesn't have a defined abort time.
Thanks
Ant