This component aims to provide procedural and dynamic skinned damage and blood decal effects on characters. It is fully blueprint-based and allows for easy customization and extendibility.
Features
Render Target based
Skin damage effect (R8 format)
Skin multi-color stains option (RGBA8 format)
Skin single-color stains option (R8 format)
Projection-based solution (mesh unwrapping shader)
Dilation solution for UV edges issues
Supports MetaHumans
Experimental supports for Hair/Groom Component
Very customizable and modular materials
Examples provided
100% Blueprint
Setup
Place a SkinCanvasComponent as a child of SkeletalMeshComponent
Instantiate a global BrushComponent for painting
Setup your materials with the provided SC_Shader material attributes function
Setup your meshes to have a non-overlapping UV1 or UV0 (on all LODs)