Adding the finishing touches to Barrel Hopper
Now that we have explored the basics of animation and sound with UE4, we can finish polishing our Barrel Hopper project. We are going to be adding a session timer to the HUD, a gameover screen, and ragdoll physics to our character so that when the player runs into a barrel, the character will go limp and hilarity will ensue.
Ragdolls and Event dispatchers
Let's start by adding ragdoll physics to the character upon death. The reason we are starting here is to implement the ragdoll. We are also going to have to implement an event dispatcher. An event dispatcher allows us to bind a collection of events that will trigger when the single event dispatcher is executed. This means we can execute all bound functionality across multiple blueprints from one call to the event dispatcher. This is similar to the Event Delegate we currently use in the BH_GameMode
but allows us to bind events to a dispatcher that has no explicit functionality of its own...