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Troubleshooting

Most failures are a wrong bone name in Body Map, a missing AnimBP snapshot, or a Physics Asset without a body on the break bone.


The component does nothing

  • Plugin enabled? Restart after enable.
  • GoreSystemComponent is on the same actor as the skeletal mesh (or you called Init with that mesh).
  • Bone name matches the skeleton exactly.
  • That bone is a key in Body Map.
  • Is Dead is true, or the bone is in Ignore Is Dead. Otherwise the bone takes damage but does not detach.
  • The component is still active (Lyra setups often deactivate it on death).

Hit effects play, no limb

  • Is Dead was false and the bone is not in Ignore Is Dead.
  • A child of that bone was already destroyed. You cannot break upperarm_l after hand_l. See Auto dismemberment.
  • Body Map Mesh is empty and Enable Auto Dismemberment is off → the system only hides the bone.

Limb is invisible

  • Global Anim Instance is not an Animation Blueprint, or targets the wrong skeleton.
  • AnimGraph has no Pose Snapshot. See Limb AnimBP.
  • Lyra / modular character: you never called SetVisualMeshComponent. Lyra.

Limb pops to T-pose

  • Pose Snapshot not wired.
  • You created the AnimBP with the + on the class picker. Create it from Animation → Animation Blueprint instead.

Stretch / rubber-band mesh

Uncut skin + auto mode: enable Enable Stretching Fix, or use a pre-cut limb mesh.


Limb falls through the world

  • No Physics Asset on the mesh, and Default Physics Asset is empty.
  • Limbs Collision Profile (Ragdoll) does not exist in Project Settings.

Blood stays after death / dissolve

Call DestroyAllAttachedGoreFXs, then deactivate the component. Lyra , stop the blood.


I keep losing my weapon

You broke hand_r / upperarm_r / lowerarm_r. Leave those bones out of Body Map.


Mixamo / custom skeleton

  • Hierarchy must start with a Root bone.
  • New AnimBP for that skeleton, snapshot node copied from the example.
  • A Physics Asset on that mesh.

Video: any skeleton.


Plugin will not compile

  • EngineVersion in KlianGorePlugin.uplugin must match the editor. See Updating to UE 4.27.
  • Do not enable two copies of the plugin at once (engine Marketplace folder and Project/Plugins).

Still stuck