Video Documentation
Example Project: Example Project
Plugin feathers:
Allow dismember limb, bone of character mesh in runtime
Simple to use
Lightweight and powerful
Have multiple delegate events to keep track on or override whatever you want to do with Dismembered Mesh, or even children of Dismember Mesh (physic control for dismembered mesh, blood trail, velocity, set location...)
By set dismembered mesh lifespan = 0. You can decide to destroy dismembered mesh by call CleanUp or CleanUpSpecificDismemberedMesh
You can reset the Source Mesh has been dismembered. Give back its all limb/bones
OnReleaseDismemberedMesh : delegate event useful for get Dismember Mesh detail. Example: add blood trail attach to Dismember Bone Name and can override all collision and physics in this node.
Children meshes of parent's dismembered bone can be handle by delegate OnDismemberedChildMeshesHandle
Update 1.1:
- Allow override physic asset material, linear damping, angular damping, mass
- Allow play montage on dismembered mesh (should disable simulate physic before run montage)