If I were to do this just using what I know how to do right now, I would create default textures and wounded textures for my pawn’s material. Then maybe I could pack a custom texture with the RGBA channels masking different body parts on the skeletal mesh. I would set up my material with lerps and parameters that can blend between the default and wounded textures. Then at runtime, I would have each pawn do
var MaterialInstanceConstant WoundedMaterialInstance;
var MaterialInterface WoundedMaterialTemplate;
simulated function PostBeginPlay()
{
WoundedMaterialInstance = Mesh.CreateAndSetMaterialInstanceConstant(0);
WoundedMaterialInstance.SetParent(WoundedMaterialTemplate);
}
DefaultProperties
{
WoundedMaterialTemplate=Material'YourPackage.YourFolder.YourMaterial'
}
And then when the pawn takes damage, I would call WoundedMaterialInstance.SetScalarParameterValue(‘Torso’, DamageAmount).