@gibb09@KielFiggins Thanks! No sequencer. I used Camera Manager BP for more complex camera settings and calculations based on the character animation and states
@volodXYZ@KielFiggins Didn't use Physics Component, just rigid body simulation. Blending back is done with the node Set Physics Blend Weight, where the blend weight float is controled by a curve in animation
@volodXYZ@KielFiggins The reassemble is blending those separate pieces back to animation pose, hiding them at a specific moment and showing the main body mesh again
@volodXYZ@KielFiggins Thanks. Each enemy has a second rig where each rock mesh is skinned to a separate joint without any hierarchy, during Death animation the main body is hidden, while these separate pieces are shown and simulated.
Since some people asked this. The bag is just an FK chain and hand-animated which makes state transitions quite clunky. Physics Control Components is running on top of animation to make the bag respond to velocity and direction changes. (1/2)