SHINGEUNSU - Slice SkeletalMesh

The Ultimate Runtime Slicing System. Turn One Skeletal Mesh into Two.

Unleash a new level of dynamic interaction in your game with our powerful, easy-to-use solution for slicing any Skeletal Mesh in real-time. This plugin for Unreal Engine 5.6+ enables the dynamic “Amputation” or Slicing of any USkeletalMeshComponent at runtime, making it perfect for creating visceral character dismemberment, satisfying destruction, and unique gameplay mechanics that will captivate your players.

Our system goes beyond the basics. Instead of just spawning a static mesh for the severed part, it intelligently divides the original mesh into two new, fully functional Skeletal Meshes. This means both the main body and the severed part retain their complete skinning information and support for physics, animation, and ragdoll behaviors on each sliced piece. Imagine a character continuing to fight after losing an arm, while the severed limb twitches and ragdolls on the ground. This isn’t just a visual effect; it’s a gateway to truly emergent gameplay, all accessible from Blueprints.

:film_projector:Youtube | :page_facing_up:Documentation | :waving_hand: Discord

Core Features

1. Dynamic Skeletal Mesh Slicing

Instantly slice any USkeletalMeshComponent at runtime with a single, mathematically precise plane.

2. Dual Skeletal Mesh Output

A single cut generates two new, fully-skinned Skeletal Meshes. Both parts can be animated, manipulated, or turned into ragdolls independently, offering unparalleled creative freedom.

3. Recursive Slicing

Don’t stop at one cut. Any resulting piece can be sliced again for ultimate procedural destruction and carnage.

(Note: Slices on the same piece must not overlap.)

4. Automatic Cap Generation

Automatically creates clean, sealed geometry on the cut surfaces. You can apply a custom material to define the look of the "Slice Surfaces.”

5. 100% Blueprint Ready

No C++ required! Empower your entire team with a simple and powerful Blueprint function library. A single SliceMesh() node is all you need to get started.

This product was independently developed by me(us) while participating in the Epic Project, a developer-support program of the KRAFTON JUNGLE GameTech Lab. All rights, title, and interest in and to the product are exclusively vested in me(us). Krafton, Inc. was not involved in its development and distribution and disclaims all representations and warranties, express or implied, and assumes no responsibility or liability for any consequences arising from the use of this product.

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WOW THANK YOU SO MUCH I LOVE YOU

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Thank you for this :slight_smile:

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I just found this and it looks incredible
thank you so much
I have one silly question, is it possible to cut part of the players skeletal mesh for example the hand, and keep the player able to play, or it automatically ragdall all the skeletal mesh after cutting it