In this Unreal Engine 5 tutorial, you’ll learn how to create a fully active ragdoll system from scratch on Unreal Engine 5.5 like in ALS.
?What We’ll Cover Today:
- Creating a Realistic Ragdoll in Unreal Engine 5.5
- Setting Up the Physics Asset (shapes, collisions, constraints)
- Blueprint Logic for toggling ragdoll mode and blending physics
- Standing Up Animation after ragdoll
- Moving Platforms to test ragdoll interactions
⌨️ Input keys:
- F Key: Toggles ragdoll mode on and off (calls the Ragdoll_Start function and, later, the “stand-up” logic).
? Links:
- Project Files: https://www.patreon.com/posts/119952321
- Necessary Assets to follow the Tutorial: https://mega.nz/folder/vFw20KiQ#kEbNVExWitTsez7Jc5voCw
- System Document (In progress..): https://docs.google.com/document/d/12XeqpZfNdGkvB1IdgDK-NQG_IKQl0lXcCYEFnEhX3po/edit?usp=sharing
? Follow me on social media:
Discord Server: https://discord.gg/ZB7SMbbxQz
Twitter: https://twitter.com/LocoDev7701
Instagram: https://www.instagram.com/devloco
? Chapters:
Chapter 1: Introduction & Overview (0:00 – 0:09)
- Quick introduction to the tutorial.
- Overview of what you’ll learn: creating a realistic Ragdoll, stand-up mechanics, and moving platforms in UE 5.5.
Chapter 2: Setting Up the Physical Asset (0:09 – 3:04)
- Searching for PA_ufn (the physics asset).
- Understanding the components of a physics asset (physical bodies, bone hierarchy).
- Explanation of Collision shapes (spheres, capsules, boxes) and how they’re linked to each bone.
Chapter 3: Constraints & Angular Limits (3:04 – 8:05)
- How constraints define bone movement (Swing 1 Motion, Swing 2 Motion, Twist Motion).
- Demonstration of locking or freeing specific axes for rotation.
- Angular Drive Mode (Twist and Swing) and how it can restore bones to their original pose.
Chapter 4: Refining Your Ragdoll Settings (8:05 – 12:47)
- Checking default ragdoll behavior in the provided physics asset.
- Copying or tweaking constraints to achieve more realistic motion.
- (Optional) Referencing a pre-configured ragdoll setup and how to match its constraint values.
- Enabling collisions so limbs interact correctly (e.g., arms not clipping through the torso).
Chapter 5: Building the Ragdoll Blueprint (12:47 – 22:24)
- Adding a Physical Animation Component to the character’s Blueprint.
- Setting up Ragdoll_Start function:
- Disabling character movement input.
- Adjusting capsule and mesh collisions.
- Initiating Simulate Physics on all bodies below the pelvis.
- Explaining how and why to use the root bone for velocity calculations.
Chapter 6: Real-Time Ragdoll Updates & Dynamic Strength (22:24 – 31:08)
- Creating the Ragdoll_Update function:
- Using Get Physics Linear Velocity to retrieve root bone velocity.
- Mapping velocity values to adjust joint stiffness (Set All Motors Angular Drive).
- Implementing Apply Physical Animation Settings Below with “custom strength” for different body parts.
- Using velocity-based logic (Map Range Clamped) to adjust orientation and position strength in real time.
Chapter 7: Camera Follow & Capsule Location (31:08 – 38:19)
- Set Actor Location during ragdoll to keep camera aligned.
- Using line traces to determine if the ragdoll is on the ground and prevent clipping through the floor.
- Handling the difference between being in the air vs. on the ground.
Chapter 8: Ragdoll States in the Animation Blueprint (38:19 – 48:03)
- Creating a new State Machine for the ragdoll flail animation.
- Blending Poses by Bool to switch between normal movement and ragdoll states.
- Capturing ragdoll pose with Save Pose Snapshot for a smoother transition back to normal animation.
Chapter 9: Standing Up from Ragdoll (48:03 – 54:01)
- Using two separate “Get Up” montages (front and back).
- Logic to determine whether the character is facing up or down.
- Restoring collisions and disabling physics simulation to regain player control.
Chapter 10: Creating Moving Platforms & Testing Ragdoll Interaction (54:01 – 1:01:17)
- Building a BP_MovingPlatforms actor with a static mesh and box collision.
- Overlaps triggering Ragdoll_Start to test collision behavior.
- Adding a simple Timeline to move the platform back and forth.
- Demonstrating how the ragdoll reacts when it hits a moving object.
Chapter 11: Conclusion & Next Steps (1:01:17 – End)
- Recap of all major steps and functionalities created.
- Reminder to check the documentation link for detailed constraint settings.
Hashtags:
#UnrealEngine5
#UE5Tutorial
#RagdollPhysics
#GameDevelopment
#IndieDev
#GameDesign
#Blueprints
#AnimationBlueprint
#PhysicalAnimation
#UE5
#EpicGames
#Tutorial
#GameAnimation