| VIDEO | DEMO | TUTORIAL | DOCUMENTATION |
ULTRAGORE is a high-performance, fully procedural gore and dismemberment system built entirely in C++
It requires no C++ knowledge to use – everything is exposed to Blueprints and ready to integrate into any project.
Designed for performance and flexibility, ULTRAGORE allows you to create realistic wounds, blood decals, and procedural dismemberment with deep customization while remaining easy to set up.
Vertex Damage Component
Projects wounds directly onto mesh vertices – no UVs required.
Each hit spawns a cylinder that paints damage as vertex colors:
Blue → blood splatter
Red → wound/hole
Configurable radius, intensity, smoothing, and distance.
Works through a shader function, no textures needed.
Blood Decal Component
Handles blood decals and particle collisions with Niagara Callback integration.
Spawns decals on walls, floors, and direct hits.
Uses a pooled system → supports hundreds of decals without FPS drops.
Just 3 nodes to set up all decal logic.
Dismemberment Component
Fully procedural limb removal with per-bone settings via Data Assets.
Assign particle FX, sounds, and sockets for blood direction.
Works on any skeletal mesh.
Includes UE4 & UE5 skeleton for instant setup.
Included Content
ULTRAGORE ships with ready-to-use assets for quick integration:
Blood Particles (Niagara systems)
Blood Decals (optimized materials & decal assets)
Skeletons (UE4 and UE5 versions, for instant dismemberment setup)
These assets are included as examples and can be used directly in your project or replaced with your own.