
Descripción
v1.2 update
new "dismember" feature
rename from "Skin Canvas Component" to "Flesh Surface Component"
Description
This component aims to provide procedural and dynamic skinned damage and blood decal effects on characters. It is fully blueprint-based and allows for easy customization and extendibility.
Features
Render Target based
Skin damage effect (R8 format)
Skin multi-color stains option (RGBA8 format)
Skin single-color stains option (R8 format)
Projection-based solution (mesh unwrapping shader)
Point and Slash damage (+ Limb mask damage)
Texture-based color splats
Dilation solution for UV edges issues
Supports MetaHumans
Experimental support for Hair/Groom Component
Very customizable and modular materials
Examples provided
100% Blueprint
Setup
Place a FleshCanvasComponent as a child of SkeletalMeshComponent
Instantiate a global FleshBrushComponent for painting
Setup your materials with the provided MF_Shader_Skin
Setup your meshes to have a non-overlapping UV1 or UV0 (on all LODs)















