Shifting away from programming a bit for the next few weeks to focus on 3D modeling to get all the props and assets needed for the level and touch up some character stuff. I was able to fix the carry body mechanic, which had been placing the picked up body in a random world location. The issue was based in the logic that moves the ragdoll mesh to the player. I essentially had the mesh being moved before being attached to the player for movement purposes which messed up the final location of the body. The new order works as intended and is consistent which is good.
There's still some jank related to the ragdoll but its more manageable now then in comparison to how it was previously.
The visual style that I'm aiming for is a hand painted aesthetic so I started work on some materials with a new skybox and experimenting with how they render in engine. I'm still split on how I want the post processing done and whether or not to have cell shaded edges.