# How to determine which limb should be damaged?

**URL:** <https://forums.unrealengine.com/t/how-to-determine-which-limb-should-be-damaged/1414903>\
**Category:** Blueprint\
**Tags:** unreal-engine, question\
**Created:** [November 23, 2023, 4:23pm UTC](https://forums.unrealengine.com/t/how-to-determine-which-limb-should-be-damaged/1414903 "2023-11-23T16:23:11Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![Everynone](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/everynone/32/1135017_2.png) [@Everynone](https://forums.unrealengine.com/u/Everynone)\
**Post date:** [November 23, 2023, 5:20pm UTC](https://forums.unrealengine.com/t/how-to-determine-which-limb-should-be-damaged/1414903/2 "2023-11-23T17:20:25Z")

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Have a look at this thread:

> [@Heath Bar for Different limbs](https://forums.unrealengine.com/t/heath-bar-for-different-limbs/238988/3):
>
> So I played with this and got here: Found a neat way to map widgets onto the physics asset. How close is this to what you need?

Also, explore the link under that post - a bunch of related ideas from other people.

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_[View the full topic](https://forums.unrealengine.com/t/how-to-determine-which-limb-should-be-damaged/1414903)._
