Linear Breakable problems

So I’m trying to build a simple dismemberment system for my project. I have searched and followed the limited tutorials and guides on this subject from this site and elsewhere but everything i do results in a mess ie. I can shoot a limb with my projectile and the limb will fly of but it always leaves a massive trail back to the bone it disconnected from.
I have tried this with both my own basic models Make Human > Blender > Exported to FBX > Loaded into UE4 AND models from UE4 such as the HeroFPP assets from the fps starter and i get the same result, well actually the UE4 model does kinda work maybe for one bone but the rest act the same as my models. I would really like to use this system for doing my dismemberment is this currently possible?

OR I know i can hide a bone in blueprint, spark off a particle blood effect and possibly load a mesh in its place with physics to simulate it falling to the ground. Is this a better way of doing things? information on this subject seems limited at the moment. Can anyone suggest any really good guides on this subject (even paid ones) i really want to learn how this works and i would prefer to do it in blueprint at the moment as I’m really enjoying playing around with that at the moment and want to learn that system to a competent level before i start going anywhere C++. Thanks in advance guys for any help you may give me.

Also interested in this.
I was hoping it was an issue with the mannequin asset.

I gave up on this lol… Ended up removing the bone on hit and spawning a new model (arm, leg, head) and applying force to that so it behaved like a limb that had been shot/cut off.

Unfortunate.

The guy in this video (Ragdoll 101 - Part 12 Shooting to ragdoll + dismemberment - YouTube) encountered the same issue, but commented on it being a bad job at skinning the character.

So far I tested with the mannequin, the Trooper from the sequencer demo, all skeletal meshes in the kite demo, some assets from the market and with characters generated both in Mixamo and iClone as well - all with the same issues (actually even worse, the mannequin had the least artifacts).
Not one character was ok in that regard.

I myself have no experience at creating 3D models, so can’t determine if this is an issue with the system or the assets.

Yea i had tried it with Mixamo models as well. the one in that screen shot was a quick model i did in make human. It would make things alot easier if it just worked.

This is actually working as intended. You break a joint connection but the vertices are still weight painted to the joint, so they move with it. To solve this you just need to make sure your vertices are split & make sure the vertices are painted in such a way they fall off with the correct joint, otherwise it will just stretch. This is a time consuming job with human characters, but for robots this would be really easy to set up.

Oh wow, thanks. Back when i originally posted this question i didn’t have much of an idea about modeling/rigging animation. Anyways since then i have delved into modeling quite a bit and i am actually making some mech 3d models at the moment i will be able to test this on when i have some free time. But what your saying makes complete sense and is something i never considered, Thanks!