Flesh Surface Component

Description

VIDEO1

VIDEO2

DEMO

TUTORIAL

DOCS

 

v1.2 update

  • new “dismember” feature
  • rename from “Skin Canvas Component” to “Flesh Surface Component”

 

Description

This component aims to provide procedural and dynamic skinned damage and blood decal effects on characters. It is fully blueprint-based and allows for easy customization and extendibility.

 

Features

  • Render Target based
  • Skin damage effect (R8 format)
  • Skin multi-color stains option (RGBA8 format)
  • Skin single-color stains option (R8 format)
  • Projection-based solution (mesh unwrapping shader)
  • Point and Slash damage (+ Limb mask damage)
  • Texture-based color splats
  • Dilation solution for UV edges issues
  • Supports MetaHumans
  • Experimental support for Hair/Groom Component
  • Very customizable and modular materials
  • Examples provided
  • 100% Blueprint

 

Setup

  1. Place a FleshCanvasComponent as a child of SkeletalMeshComponent
  2. Instantiate a global FleshBrushComponent for painting
  3. Setup your materials with the provided MF_Shader_Skin
  4. Setup your meshes to have a non-overlapping UV1 or UV0 (on all LODs)

Technical details

Number of Blueprints: 4

Number of Materials: 8

Number of Material Functions: 8

Number of Textures: 7

Network Replicated: No

Supported Development Platforms:

  • Windows: Yes
  • Mac: Untested (but should work)

How to Install/Import?

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