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.
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)
Discord Contact: hickv
FAQ
Where is the sample project folder?
When you import the asset you should get a folder named “Demo”
The demo map is at “Content/Demo/Maps/SCC_Demo_Map”
I had it named to something like “SkinCanvasComponentDemo”
But for some reason Fab’s asset review system did not like it and asked me to rename it to “Demo” which obviously could cause collisions and confusion… like it did… go figures
From my perspective, setting up a Discord server would be overkill - I think having this thread/post instead is easier to manage. Let me know if you need any help.
Hello. I am working on a minimal update and will release it soon. I added some animations and ragdoll effects to the demo and a simple crosshair. I will also make a video tutorial showcasing setup and some other things soon.
Hi, I bought Tri-Planar Animated Blood Decals
The textures are too low resolution for first-person games. It looks very pixelated. Please provide hi-res textures.
Hey! Thank you for your purchase. I am already working on new splats and simulation techniques, and I will update the ones that look ugly. Just wait a little!
But usually, when a splat looks blurry, I use a step() function to clip its edges and give it fake crispness.
Sorry but no. I tried downgrading it to 4.27 once, but things did not go well. Some features do not exist there (like the new “dismember” thing). So I would have to maintain 2 different versions etc.
I have “plans” to port it to C++ in the future, and I would try to make it work in 4.27, but no promises on this - I also already tried this once and gave up due to how miserable UE C++ development is, no docs, bad/paywalled IDEs, no decent hot reload (you need an engine restart for everything), overall garbage experience, or maybe I am just a noob.
Hello, I tried the demo, and everything looks good. However, I noticed that sometimes small mesh fragments float in the air, which doesn’t look good. Is it possible to avoid this?
Also, have you considered providing a C++ version? Blueprints might have performance issues if I use this component to handle damage effects for any character.
Hello. Those are not easy to fix due to how the system works.
The problems come from low-resolution RTs and/or bad UVs. It is also mostly common at UV seams due to the standard, non-conservative rasterization that system does (UE5 hardcoded thing).
I use a dilation step to “fix“ it. It is possible to increase the dilation steps in the BP to mitigate more.
I plan to get rid of some of the BPs logic in favor of C++ in the future, but no promises as to when, since I am busy with other projects.
I want to specifically get rid of the SceneCapture component dependency and manually call the graphics API to render a mesh with a custom material.
Thank you for your reply.
It’s unfortunate that the C++ implementation may still take some time.
Performance is the part I care about the most, and I will continue to follow this project.