StockLancer - Advanced BoneMan

Bonemancer's BoneMan is a modular asset pack that comes with skins and modular features like "bone mortar" and inner "organ". Also asset's very capable Material gives wide control over its look. This asset is part of Bonemancer Series


Boneman Asset Features:

  • Epic Skeleton UE4 (easly retargettable. alrerady uses ue4 mannequins retargetted movement animations as demo. Also as a bonus, Separately rigged to UE5 manny skeleton too.)

  • Physcally dynamic BP build with many features.

  • Half body walk mode

  • Roll mode

  • Explosion

  • Magnetic force for bones

  • UI feedback for relax-tight rate to easy understanding and setting characters physical features.

  • Small features like: relax on fall, relax on hit taken and more.

  • Fire fx selectible for eyes, skull, chest and inner light/organ

  • Modularity: you can add organ, inner light, fire, different mortars and morphs to your character in pre-game settings of character.

  • Shell cover: this feature adds a transculent shell cover to character and gives slime-jelly like look.

  • 14 SKM: (1 main character, 4 mortar, 8 organ, 1 Shell)

  • Skins: 2 bone skins, normal and "oldy"; 2 blood skins, standard and dark-gore; 2 mortar skins.

  • 8K textures for main textures and 2K for tileable textures.

  • 24 Morphs for some customization like vampire fangs, horns or spikes.

  • BPs: Asset comes with ready to use Blueprint that covers some future usage areas. You can use it and adapt it.

  • Ultimate material with rich settings like dirt, cracks, runes, blood, ao, emission and more. Also mortar mesh have own tri-planar advanced material.

  • Simple game menu

  • Bonus 1: magnitar and Obstacle BP's

  • Bonus 2: Some potential future work done for you. Organ SKM's added as SM too. Prepared SSS, SSP and translucent versions of mortar material. Beside that, some potential usage and modular build done in BP to use or learn from it.

  • Bonus 3: All skm meshes re-binded to UE5 Skeleton. this was wish of one customer and realized in this asset as a bonus. this meshes are bonusses and if they not satisfy you, you can still choose to use orginal UE4 skeleton rigged version.

  • future updates: this asset will get updates like all my other assets. this updates brings new anims, FX, meshes and many more.



Detailed Asset and material Preview

Shell, and UE5 rigged meshes preview

Material details can be seen here (same material provided for all bonemancer series assets.)


Authors chat for current and potential customers: Discord


Fictional Backstory:

... in old times, there was only Necromancers and their passion was for all kind of undead. But flow of time bringed factions to world of necromancy! They was separated and grouped by their most reliable guides, their passions! Bonemancer's passion was not for death itself or for undead. Their passion was is beyond decay and death! some of them passionate fossils, and some others only fresh bones... but its always Bones, all kind of bones... They rebuilds, reshapes, and even reforges bones! ...and sometimes doesn't matter owner of those bones alive or not!


Important to know: 

- All previews are rendered in Unreal Engine 5.3 and screenshots were taken in 4.26. preview video done in UE4.26

- Physics are different in UE5 because of a physics engine change. PhysX and Chaos Physics Systems  physics also changed in 5.1 and every newer version will be receiving their own bug fixes or changes.

Would it be possible to have it replicated in the future? Especially as a playable character network replicated? The dismanteling ability doesn’t seem to network replicated in multiplayer. Thank you.

Also the bones seems to go under the map when they are dismentled instead of just resting on the floor like rag dolls. could that be fixed? Thank you.

hi,
about replication, sadly im not that experienced so cant promise anyting. as i know there is plugins for it, like smooth sync how its works and if its suitable for ragdolls i dont know. also if i remember correctly there was some improvoments about phyisc replication on last version of ue. maybe also that updates covers your need. but again, im not that experienced to handle replicated physics.

about bones intersection to floor-walls sadly its happes by the nature of games. realtime game physics at 60 fps target its very limited. so there are many errors accurs and no perfect. here is my few suggestions. please try or check them on your project.

  • for example, when cpu gots high load-fps drops, engine core lowers physics to resolve bottleneck. so physics becomes poor and with errors. mybe its does nothing and just my sense but definetly if fps drops physics gots worse and worse. bad collision and intersecting is one of results. to check that you can test it on just blank scene. it will show its problem of cpu load or physics itself. if blank scene with just thick floor, still does sam errors, then you will seek problem in other areas rather than this fps -performance drops situations.

  • if problem looks like about physics, you can make a copy of physics asset and edit it. you can make collision bodies that bigger than mesh surface. somethime too thin or small collision bodies does misses collision and intersects with walls. so making them little big will solve that kind of problems. but they will hit to each other too. so you should get own balance when making them bigger. too bigg is bad and too smal also bad. i leave them as optimal as possible.

  • physics settings. there is “physics” tab in the project settings. you can find there all physics related settings. check out specially solver option. iteration settings will affect positively, on some of my assets i put it up to 64 for position iterations. default value is 8. other setings just tried to put 2 4 times higher. its helps on some cases and you can check them to see which settings helps in your case. physics can be more accurate but dont forget that this also consumes cpu power.

  • colliding ground or wall surface: those surfaces also have own collisions. if ground not have one you should add. als you can check the options “use complex collision shape” or “use simple as comples”. those surfaces collision shape also affects results. not only character side but also otherside is important.

  • also physical collision presets are important. if character setted to physics body, than ground and awlls should be to block them.

-also as a addition, you can merge multiple bone bodies in physics asset for example whole arm can be single physics body, or you can make constratins to chain them together. so which small parts goes throught wall or floor, you can constrain them to bigger parts so they will keep those small parts close to themselves and not let go. so small ones cant go throught walls or floor. it will also help.

-also notice that multiple editor windows also affects. for final result you should close all other editor windows and event build a package and test in packaged state. because editor itself cost perofrmance and packaged game performs much more better. so maybe in packaged state your physics will very OK. just check it too. i got this kind of situation on my test. so it realls will happen. just check it to see.

in general, sadly realtime game physics not perfect and at most very limited by its realtime nature, so problems like intersecting with wall or floor accurs sometimes. its depends on many things like scene or hardware. on my assets im testing many hours and trying to fix many things. and also epic games marketplace not approves assets if they performs poorly. so in any manners i need to fix all things that depends on my side before sending for product approval. so i already spend many hours to test and fine tune them. and marketplace tested-approved. but as you see after all customers will stil get some issues because of its real time game physics and there is many things that affects final results. scenes, project settings, hardware and lot of other things like multiple editor windows opened at same time.

you can try that ways i wrote above and get more accurate results. if you cant resolve your issue affetr all those suggestions, please let me know so i will try to help further. but please dont forget that there is limitations and many settings in ue. so perfect physics are tricky and hard to finetune sometimes and needs some test-fix cycles to reach better results.

thank you for buying from and good luck with your project.
regards.