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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 , false if 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.