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Unreal Engine 5.1 Endless Runner Tutorial - Part 6: Ragdoll Death

9.2K views· 7:08· Jul 21, 2023

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Welcome back to the sixth part of our tutorial series for creating an Endless Runner game in Unreal Engine 5.1! In this video, we'll show you how to make the character lose when it hits an Obstacle. Assets: https://bit.ly/3pCAXJ7 Note: Before using any of the assets, please make sure to read the Readme file provided. Get the Endless runner project files here: https://shop.shivadev.com/b/erprojectfiles Note: The project files are constantly updated to reflect the latest tutorial in the series. Stay Connected: Discord: https://discord.gg/zFZ43Hjs3R Twitter: https://twitter.com/shivasgaming75 GitHub: https://github.com/Shiva9168 Instagram: https://www.instagram.com/shivas_gamingzone/ Portfolio: https://shiva9168.github.io/ Email: shivasgaming75[at]gmail.com Support Me: Patreon: https://patreon.com/shivasgaming PayPal: https://paypal.me/Shivasgaming Help me make more content by donating! 00:00 Disclaimer 00:13 Introduction 00:45 Adding Death Function 01:35 Adding Death Function to Obstacle Blueprints 03:17 Creating GameOver Screen 06:00 Creating Character Physics Asset 06:20 Final Preview 06:57 Outro Track Title: Tranquility Music by: TeknoAXE Music Link: https://youtu.be/08ddPOJnTL4 // Ignore the tags below. They are provided for reference purposes only. Tags: #gamedevelopment , #unrealengine5 , Endless Runner Tutorial, Game Design, Game Programming, Game Tutorial, Indie Game Dev, Game Development Series, Endless Runner, #Subwaysurfers , #tutorial , Game Development for Beginners, Game Development Tutorial, Game Development Step-by-Step, Game Development Walkthrough, 3d Character, unreal character, #animation

About This Video

In Part 6 of my Unreal Engine 5.1 Endless Runner series, I finally add a proper “lose” state—so when the character hits an obstacle, something actually happens. I create a clean Death function inside BP_RunnerCharacter where I disable movement, disable input, and switch the skeletal mesh to simulate physics (make sure you target the Mesh, not the Capsule). I also enable the mouse cursor so the player can interact with the UI right away. After that, I hook the Death function into my obstacle blueprints using Box Collisions and Event Actor Begin Overlap. I also check whether the character is sliding, and only trigger death when they’re not. Then I pause the game after a short delay and build a simple GameOver widget with a background blur, a big “Game Over” text, and two buttons—Restart and Exit—using console commands (restartlevel and exit). To finish it off, I set up ragdoll collision / a physics asset so the character actually collapses on impact. This UI is temporary, but it’s a solid base we’ll improve later when I add score, final score, and high score.

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