While creating a new arrow, I wanted to have custom impacts.
I know where to change the particle effects for Surface Impact FX, however most work except the flesh. It still displays the blood impact effect instead of the custom flesh effect.
I found that you can just use Surface Impact Spawn Actors to just spawn the arrow breaking emitter then use a custom break to simulate the same effect.
The problem that I found … (I actually replaced the “ArrowImpactBreakEmitter” instead of adding another) was that not every arrow broke, which meant that the particle system wouldn’t always play. So, I tried the always destroy, and it did work but you couldn’t retrieve any of your arrows because they would always break.
I’m sure there is a way you can call the new impact particle from a graph on the arrow projectile itself and that should fire it every time regardless of the arrow breaking or not. I’m sure it’s possible with a hit event although how you would go about making that happen I sadly do not know but I bet WoefulMacbre or Mezzow could tell you how to do it.