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(+1)

Thanks for the feedback, Rubio:)
Yeah it was an easy fix when I found it, don't think it's the same as your issue tho. Our intractable corpse was set up with two character-meshes that I swap between depending on if it's free ragdolling or if it's attached to the player. The Sphere Collision we used to detect if player could interact with the corpse only followed one of these meshes so I simply had to swap the collision to the correct mesh during swaps.