Code Modules:

  • ProceduralSkeletalMesh (Runtime)

Network Replicated: No

Supported Development Platforms:

  • Windows: Yes

  • Mac: Yes

  • Linux: Yes

Supported Target Build Platforms: Windows, Mac, Linux

代码模块:

  • ProceduralSkeletalMesh(运行时)

网络复制:否

支持的开发平台:

  • Windows:是

  • Mac:是

  • Linux:是

支持的目标构建平台:Windows、Mac、Linux

Elevate your project’s interactivity with Procedural Skeletal Meshes! This plugin allows for the modification of Skeletal Meshes at runtime, opening up new possibilities for combat interactions or gory dismemberment.

Check out the demo video:

Demo Video

To reach out for questions or support, join the discord:

Discord

Try out the demo here:

Demo

Here’s the documentation (auto-generated):

Documentation

GETTING STARTED

For Blueprint users:

1. Ensure Show Plugin Content is enabled in the Content Browser! This will allow you to see the provided example content.

  1. Open the provided “ProceduralSkeletalMeshDemo” level.

To use this plugin in your C++ code:

  1. Add “ProceduralSkeletalMesh” to your .build.cs file under PublicDependencyModuleNames.

  2. Include “ProceduralSkeletalMeshComponent.h” to integrate UProceduralSkeletalMeshComponent into your project.

Key Features & Highlights:

  1. Slice & Carve: Execute clean, precise cuts on character meshes or other skeletal assets at runtime. Watch body parts detach seamlessly with no precomputed limbs or rigid constraints.

  2. New Technology: Away with traditional bake-in approaches. This innovative technique generates fresh geometry in real time so your characters remain fully skeletal and animatable—even after being sliced.

  3. Procedural, In-Engine Workflow: No more external 3D tools or offline pre-processing. All slicing and boolean operations happen in-engine, giving you full control over how and when you slice your characters.

  4. Easy Integration: Drop the plugin into your project and immediately start making cuts—no complex setup required. It extends the Skeletal Mesh Component, so it can be utilized to implement dismemberment systems anywhere you’d use a skeletal mesh. It’s as easy as calling one of the Slice or Carve functions.

Use Cases:

  • Action/Combat Games: Create gruesome melee or ranged attacks that dynamically slice limbs and carve chunks out of enemies.

  • Simulation & VR: Enhance immersion with real-time cuts, surgical procedures, or body part detachment.

  • Foliage Cutting: Dynamically slice and deform foliage made up of skeletal meshes.

Ideal For:

  • Developers and studios seeking true real-time dismemberment.

  • Games aiming for gore, (skeletal) foliage cutting, sci-fi disintegration, or stylized “cel-shaded” severing.

  • Projects built on low-poly or low mid-poly contiguous meshes, where you need efficient, flexible runtime mesh edits.

通过程序骨架网格物体提升项目的交互性!该插件允许在运行时修改骨架网格物体,为战斗交互或血腥肢解开辟新的可能性。

查看演示视频:

演示视频

联系我们如果有问题或需要支持,请加入 Discord:

Discord

在此处尝试演示:

演示

以下是文档(自动生成):

文档

入门

对于蓝图用户:

1.确保在内容浏览器中启用显示插件内容!这将使您能够看到提供的示例内容。

  1. 打开提供的“ProceduralSkeletalMeshDemo”关卡。

要在 C++ 代码中使用此插件:

  1. 将“ProceduralSkeletalMesh”添加到您的 .build.cs 文件中PublicDependencyModuleNames。

  2. 包含“ProceduralSkeletalMeshComponent.h”以将 UProceduralSkeletalMeshComponent 集成到您的项目中。

主要功能和亮点:

  1. 切片和雕刻:在运行时对角色网格或其他骨架资源执行干净、精确的切割。观看身体部位无缝分离,没有预先计算的肢体或刚性约束。

  2. 新技术:摆脱传统的烘烤方法。这种创新技术实时生成新的几何体,因此您的角色即使在切片后也能保持完全的骨骼和动画效果。

  3. 程序化引擎内工作流程:不再需要外部 3D 工具或离线预处理。 所有切片和布尔操作都在引擎内进行,使您可以完全控制如何以及何时对角色进行切片。

  4. 轻松集成:将插件放入您的项目中并立即开始进行剪切 – 无需复杂的设置。它扩展了骨架网格物体组件,因此可以在任何使用骨架网格物体的地方使用它来实现肢解系统。就像调用 Slice 或 Carve 函数之一一样简单。

用例:

  • 动作/战斗游戏:创建可怕的近战或远程攻击,动态地切割敌人的肢体并从敌人身上切下大块。

  • 模拟和VR:通过实时切割、外科手术或身体部位分离来增强沉浸感。

  • 树叶切割:动态切片和变形由骨骼网格组成的树叶。

理想对象:

  • 寻求真实的开发人员和工作室实时肢解

  • 游戏的目标是血腥、(骨骼)树叶切割、科幻解体或程式化的“细胞着色”切割。

  • 基于低多边形或低中多边形连续网格构建的项目,您需要高效、灵活的运行时网格编辑。

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