Simple Replicated Ragdoll System

Easily add a multiplayer-ready ragdoll to your game!

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Description

Every Multiplayer Game could benefit from replicated ragdolls!

Demo

Demo Video: YouTube Link

Download the demo here: Google Drive Link

When will this be useful?

No matter the situation, sRRS will make sure that the Actors’ location stays roughly¹ replicated on all clients during ragdoll simulation.

¹ should stay within 1 meter of the server position

How does it work?

sRRS handles the ragdoll calculation on the server and returns the updated ragdoll position to each client when possible. The client will then interpolate the local mesh position to that location as smoothly as possible while locally simulating the ragdoll effect. While this does result in the ragdoll not being 100% similar on all clients, this greatly improves network performance while keeping the location roughly replicated on all clients.

Why sRRS?

Technical Details

Number of Blueprints: 1 Component (all versions), 3 Blueprints containing example logic (only 1 for 4.23 or earlier)

Input: Gamepad, Keyboard & Mouse

Network Replicated: Yes

Supported Platforms: should work on all, but only tested on Windows

Support: help.coregames@gmail.com

Documentation: Implementation Guide (Google Docs)

Important/Additional Notes: The exact ragdoll pose can vary between clients, as it is not replicated bone by bone.

Supported Engine Versions

4.21 – 4.27, 5.0 – 5.3