# 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:** 1\
**Showing post:** 2

<div class="post-metadata">

**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")

</div>

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

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — https://unrealcommunity.wiki/! You will be able to find content from...

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)

---

_[View the full topic](https://forums.unrealengine.com/t/shooting-limbs/339537)._
