API reference¶
Gameplay entry points live on GoreSystemComponent (UUEGoreSystemComponent), Blueprint category GoreSystem. This page lists the functions documented for V3.
Lifecycle¶
Init(SkeletalMeshComponent NewRootMesh)¶
On Begin Play the component looks for a Skeletal Mesh Component on its owner. Call Init to choose the mesh yourself.
Set Visual Mesh Component¶
Assigns the cosmetic skeletal mesh (Lyra character parts, modular heroes). Call this whenever the visible mesh is created or replaced. See Lyra , invisible limbs.
Damage and detach¶
Apply Gore Damage¶
Main function for the damage pipeline.
- In_Damage , base damage
- In_IsDead , whether the character is dead (your game sets this)
- In_DetachmentForce , impulse on detach; direction comes from the hit Normal
- In_BoneHit , UEGoreSystemHit
Outputs:
- NewBoneHealth = current − (DamageIn × DamageMultiplier)
- DamageApplied = DamageIn × DamageMultiplier
- Return Value ,
falseif the bone is not in Body Map
A bone is destroyed only if health reaches zero and (IsDead is true or the bone is in Ignore Is Dead).
Destroy Bone / Destroy Bones¶
Destroy one bone or a list of bones immediately. Health is ignored. Destroy Bones returns false if nothing could be destroyed.
On Bone Broken¶
Dispatcher. Fires every time a bone is broken and returns its name.
Cleanup¶
Destroy All Attached Gore FXs¶
Stops blood emitters still attached to the character (Lyra dissolve). After that, deactivate the component so new hits do not spawn more FX. See Lyra , stop the blood.
Structs¶
UEGoreSystemHit¶
| Field | Meaning |
|---|---|
| BoneName | Bone you are damaging |
| Location | Where the damage landed |
| Normal | Surface normal (impulse direction) |
Gore Settings¶
See Fill the Data Structure for Body Map, health, effects, sounds, AnimInstance, and collision profiles.
Control Rig¶
Update 3.2 adds a Gore node for any Control Rig. See Procedural Control Rig.