SHINGEUNSU - Slice SkeletalMesh

The Ultimate Runtime Slicing System. Turn One Skeletal Mesh into Two.

Unleash a new level of dynamic interaction in your game with our powerful, easy-to-use solution for slicing any Skeletal Mesh in real-time. This plugin for Unreal Engine 5.6+ enables the dynamic “Amputation” or Slicing of any USkeletalMeshComponent at runtime, making it perfect for creating visceral character dismemberment, satisfying destruction, and unique gameplay mechanics that will captivate your players.

Our system goes beyond the basics. Instead of just spawning a static mesh for the severed part, it intelligently divides the original mesh into two new, fully functional Skeletal Meshes. This means both the main body and the severed part retain their complete skinning information and support for physics, animation, and ragdoll behaviors on each sliced piece. Imagine a character continuing to fight after losing an arm, while the severed limb twitches and ragdolls on the ground. This isn’t just a visual effect; it’s a gateway to truly emergent gameplay, all accessible from Blueprints.

:film_projector:Youtube | :page_facing_up:Documentation | :waving_hand: Discord

Core Features

1. Dynamic Skeletal Mesh Slicing

Instantly slice any USkeletalMeshComponent at runtime with a single, mathematically precise plane.

2. Dual Skeletal Mesh Output

A single cut generates two new, fully-skinned Skeletal Meshes. Both parts can be animated, manipulated, or turned into ragdolls independently, offering unparalleled creative freedom.

3. Recursive Slicing

Don’t stop at one cut. Any resulting piece can be sliced again for ultimate procedural destruction and carnage.

(Note: Slices on the same piece must not overlap.)

4. Automatic Cap Generation

Automatically creates clean, sealed geometry on the cut surfaces. You can apply a custom material to define the look of the "Slice Surfaces.”

5. 100% Blueprint Ready

No C++ required! Empower your entire team with a simple and powerful Blueprint function library. A single SliceMesh() node is all you need to get started.

This product was independently developed by me(us) while participating in the Epic Project, a developer-support program of the KRAFTON JUNGLE GameTech Lab. All rights, title, and interest in and to the product are exclusively vested in me(us). Krafton, Inc. was not involved in its development and distribution and disclaims all representations and warranties, express or implied, and assumes no responsibility or liability for any consequences arising from the use of this product.

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WOW THANK YOU SO MUCH I LOVE YOU

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Thank you for this :slight_smile:

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I just found this and it looks incredible
thank you so much
I have one silly question, is it possible to cut part of the players skeletal mesh for example the hand, and keep the player able to play, or it automatically ragdall all the skeletal mesh after cutting it

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Ohh I want too that feature! :smiley:

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That’s a great question! :grinning_face:

The core functionality we currently provide is “cutting the mesh.” Any subsequent actions, like handling Ragdoll physics or controlling the skeletal mesh by changing animations, are up to the user to implement.

However, a current limitation of our plugin is that the cutting plane is infinite, so it doesn’t restrict the cut to a specific bone. For example, if you try to cut the wrist of a skeletal mesh that’s in a gun-holding animation, the torso might be cut along with it if it intersects the same plane.

Therefore, we recommend using it for cases that require full Ragdoll processing or for character death animations.

We are currently working on enabling cuts on specific bones for a future update.

– Geun

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Man Mad Respect Dawg. I Am trying Do a Similar System Been Using Unreal for 2 Years and i Worked on Sciling System for past few months before and Failed And your Master Peice i Read your code it Over my Head i See That u using CPU for Skinning is it possible to Do that on GPU anyway its a great pulgin wish i could talk to you in person

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There are 6 really nice (free) assets with a disclaimer about “KRAFTON JUNGLE GameTech Lab”, I just wonder what does this mean and why are all 6 assets from different accounts? But anyway, nice work, all of them look interesting.

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Thank you for your kind words! :slight_smile:

Currently, we only support CPU Skinning, but we are also considering moving it to the GPU and are in the R&D phase for it.

Also, our Discord is always open, so please feel free to reach out anytime!

We are 8 separate teams, each consisting of 3-4 members, that were all formed during a Krafton training program. We worked hard with the goal of contributing to the Unreal plugin ecosystem.

They are all great plugins, and we hope you find them interesting. :slightly_smiling_face:

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