Procedural Dismemberment System

Description

This is a fully procedural dismemberment system. This means that you are not required to bake any mesh!

Every limb is a mesh generated at runtime by the system. It can adapt to any Skeletal Mesh with any bone structure. It can work on humanoid, beast or any creature you might have. This is very easy to use and can be set up in a couple of clicks.

 

Trailer Video: Here

Setup Video: Here

Documentation: Here

For any question/feedback/suggestion/issue feel free to join my new discord : Here

 

 

Technical Details

 

Features:

 

  • Procedural Dismemberment of any Skeletal Mesh.
  • No baking of mesh required.
  • Works on any Skeletal Meshes with any bone structure (the presence of a root bone is required).
  • Everything is in a single actor component.
  • Very easy to use.
  • Works with Metahumans.

 

Number of C++ class: 1

Number of Blueprints: 5

Number of Textures: 13

Number of Materials: 3

Number of Material Instances: 9

Niagara Systems: 6

Number of Material functions : 2

 

Network Replicated: Yes

Supported Development Platforms:

Windows: Yes

 

Documentation: Here


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