[Tutorial Preview] Gore Mesh & Dismemberment Tutorial

It’s not anything special - just a copy of the complete regular (no special art preparation) character mesh. The only thing is that you need to set a special physics asset up for the proxy depending on which part of the body it will be representing (e.g., so if it’s the arm + hand, you’d make it so only those bodies are in the physics asset).

Hmmm alright, that’s sort of what I suspected - the problem for me is that I suspect making all that work would take a lot of time since it’s going to mean digging into potentially both FBX stuff and the SkeletalMesh class itself.

That said, I’m still interested in getting it going as it’s sorely needed for many games. I just don’t know how much time I can devote to it vs just using the quick and dirty method I have. If any other programmers reading the thread are interested, let me know so we can work together on it.

Of course, I absolutely only meant for private testing to get the functionality working.

The system I have doesn’t require you to pre-cut anything, which is the main thing I wanted out of it. That said, it does require some in-engine preparation, e.g., to place the cut and set up the proxy to be right for a given cut.

I’ll look into the code and see if I can determine how much work it would be to add the functionality.

Sadly, I don’t know if it’s really possible to do as a plugin, but I’ll investigate and see.