Fullstag Interactive - Fullstag Dismemberment

Fullstag Dismemberment is a procedural dismemberment plugin for skeletal mesh characters. Author your cuts, generate capped fragments, and configure VFX and physics entirely inside Unreal Editor. Your original skeletal mesh assets remain unchanged, and no external modeling tools are required.

The custom profile editor brings region setup, cut previews, cap generation, effect placement, and fragment physics into one workflow. Define your cuts and bake the generated assets before gameplay, with support for Nanite characters, modular body meshes, and clothing.

Detached limbs remain interactive. Skeletal fragments retain selected physics bodies and joints, allowing detached arms and legs to bend as they fall and collide with the environment. Continue damaging a detached limb to split off a configured child region—for example, a forearm from a detached arm—or gib the remaining piece.

  • Procedural fragment generation: Generate cut geometry, caps, and physics assets directly in Unreal Editor.

  • Nanite support: Use an editor-baked workflow that supports Nanite characters.

  • Modular characters and clothing: Display the character’s active body and clothing contributions on detached fragments.

  • Customizable damage: Configure region durability, sever and gib thresholds, and detached-fragment durability.

  • VFX and sound integration: Configure Niagara effects, sounds, cosmetic actors, stump meshes, and decals.

  • Blueprint and C++ integration: Connect dismemberment to your existing damage, character, and effects systems.

  • Multiplayer support: Region removal and fragment lifecycle state replicate, while fragment physics movement is simulated locally on each machine.

Your game stays in control of health, death, animation, and ragdoll behavior. Apply dismemberment to animated characters, characters entering ragdoll, or existing corpses.

Developed for an active game project

Fullstag Dismemberment was originally developed for my own game project and remains in active use there. Its authoring tools and runtime features grew from practical gameplay needs and are now available as a standalone plugin for other Unreal Engine projects.

Required plugins

Niagara and Geometry Scripting must be enabled for Fullstag Dismemberment to function properly. Niagara provides particle effects and their editor preview. Geometry Scripting is required for mesh generation and baking in the profile editor. Both dependencies are enabled by the plugin descriptor.

Documentation and video

📖 Documentation: PDF Documentation
Explore the profile editor, authoring tools, property settings, and runtime setup.

▶ Showcase video: https://youtu.be/6Dw3seaAIu8
Watch severing, gibbing, detached-fragment splitting, and the custom editor workflow.

Check also my Discord