-
Notifications
You must be signed in to change notification settings - Fork 0
3. Auto Dismemberment
Klian edited this page Jan 26, 2023
·
4 revisions
When you're filling parameters for your gore component, you'll find a property called "BodyMap". This variable is a Map where keys are unique names of bones you want to be able to destroy, and values are a collection of data you can edit to personalize your dismemberment process.
- An extra work from the CPU is required when you use "Enable Stretching Fix"
- If your CPU is under heavy load from other processes and can't keep up with the physics simulation, some temporary glitch may appear until the workload returns normal
- You can't dismember limbs once they're detached from the main mesh
- You can't dismember a part of the mesh whom has already some bone detached from it in its hierarchy. For example, if you destroy the "hand_l" bone and then you try to destroy "upperarm_l" it won't work because "hand_l" is child of "upperarm_l". On the other hand, if you try to destroy "upperarm_r", or "head", calf_l, thigh_r... they will break because "hand_l" is not their child.
To enable the Auto Dismemberment, leave the "Mesh" variable empty.
Then check "Enable Auto Dismemberment"
And if your mesh is not already divided into pieces, check "Enable Stretching Fix"
Important if your're using a rig different from the UEMannequin! (See Mixamo Skeleton video)
- Your Skeletal Mesh bone hierarchy MUST start with a "Root" bone
- You'll need to create an AnimBlueprint targetting your new skeleton and set its nodes correctly (you can copy them from examples i made)
- You'll need a good Physics Asset associated with your mesh
Quick Setup Auto Dismemberment With UEGoreSystem
Quick Setup Auto Dismemberment With UEGoreSystem (Mixamo/Any skeleton)
UEGoreSystem v3.1.0