# Shooting limbs

**URL:** <https://forums.unrealengine.com/t/shooting-limbs/339537>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine\
**Created:** [November 24, 2015, 2:58pm UTC](https://forums.unrealengine.com/t/shooting-limbs/339537 "2015-11-24T14:58:13Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![Andy\_rst](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Andy\_rst](https://forums.unrealengine.com/u/Andy_rst)\
**Post date:** [November 24, 2015, 2:58pm UTC](https://forums.unrealengine.com/t/shooting-limbs/339537/1 "2015-11-24T14:58:13Z")

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Hi there

Need some info or ideas how to make shooting limbs for skeletal mesh like in Dead Space 3. Any ideas or tutorial are welcome.

Thanks

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**Author:** ![anonymous\_user\_7206c359](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_7206c359](https://forums.unrealengine.com/u/anonymous_user_7206c359)\
**Post date:** [November 24, 2015, 3:17pm UTC](https://forums.unrealengine.com/t/shooting-limbs/339537/2 "2015-11-24T15:17:16Z")

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i did not play dead space 3, but when you mean something like a arm mounted gun, best look up projectile  
here is a howto

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if you mean shooting of limbs, then you should do that with multiple collision areas, like one for each separatable part, and remove the constraint on the connection to the next part when you let the entity die, before letting the physics take over the movement of the entity(ragdoll system)

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**Author:** ![Andy\_rst](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Andy\_rst](https://forums.unrealengine.com/u/Andy_rst)\
**Post date:** [November 24, 2015, 3:28pm UTC](https://forums.unrealengine.com/t/shooting-limbs/339537/3 "2015-11-24T15:28:44Z")

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Thanks. Yes - about multiple collision areas and remove constraints:

time - 3:14

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**Author:** ![anonymous\_user\_7206c359](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_7206c359](https://forums.unrealengine.com/u/anonymous_user_7206c359)\
**Post date:** [November 25, 2015, 9:18am UTC](https://forums.unrealengine.com/t/shooting-limbs/339537/4 "2015-11-25T09:18:21Z")

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yeah deadspace does that and then goes one step further by switching the animation blueprint and the skeleton to change to a totally different set of locomotion animations,

when you did not set up the ragdoll of your stuff that would be your starting point

when you did set ragdoll up and there is no option in the physics asset tool for it, you should open a new more specific question like "how to break ragdoll constraints to remove limbs"

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**Author:** ![anonymous\_user\_7206c359](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_7206c359](https://forums.unrealengine.com/u/anonymous_user_7206c359)\
**Post date:** [November 26, 2015, 12:46pm UTC](https://forums.unrealengine.com/t/shooting-limbs/339537/5 "2015-11-26T12:46:43Z")

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> **[Controlling PhAT contraints during runtime](https://forums.unrealengine.com/showthread.php?55840-Controlling-PhAT-contraints-during-runtime)**
>
> Hi, First, I would like to say that I am really surprised with UE4, especially the physics. I never did game writing, but have lots of background in 3D software and Coding. I am trying to create a powered ragdoll which has walking/balancing...

this guy is trying to do something totaly different but he, just like you need to work on the skletal mesh constraints
