Sockets and decorations¶
Two kinds of extra sockets matter to UEGoreSystem:
| Socket | Parent it to | Name | Used for |
|---|---|---|---|
| Decoration | The parent of the broken bone | Any name you like | Flesh / cavity meshes that stay on the stump |
| Spill | The broken bone itself | {BoneName}_spill |
Override transform for the attached blood Niagara |
You do not have to create either. If they are missing, decorations skip that entry and spill FX use an automatic transform.
Decoration sockets¶
When a limb detaches, every mesh listed in that bone’s Deco Mesh map is spawned and attached to the named socket. Static meshes and skeletal meshes are both valid. One bone can spawn several decos.
Use a custom socket so you can place it with the editor gizmos instead of guessing numbers.
Setup¶
- Open the skeletal mesh.
- Select the parent of the bone you are setting up.
Example: bone isupperarm_r→ selectclavicle_r.
Example: bone ishead→ selectneck_01. - Add a socket.

- Name it however you want. A
{bone}_decosuffix keeps the list readable.

- Assign a Preview Asset and tweak location, rotation, and scale until it sits in the wound.

- In Body Map → (bone) → Deco Mesh, add the socket name as the key and the mesh(es) as the value.
You can create several sockets for the same skeleton if you ship more than one body mesh (male / female / armored). Point each Body Map at the sockets that match that mesh.
The spawned deco uses Deco Collision Profile (default NoCollision).
Why the parent bone?¶
After the detach, the broken bone is hidden or gone. A socket on the parent stays on the living stump, which is where the flesh cap should sit.
Video (MetaHuman)¶
Spill sockets¶
Spill Niagara is attached automatically. If the default aim is wrong (blood coming out of the side of the neck, emitter buried in the mesh), add an override socket.
- Open the skeletal mesh.
- Select the broken bone (not the parent).
- Add a socket named exactly
{BoneName}_spill.
Example:upperarm_r→upperarm_r_spill.

- Point the socket along the direction you want the blood to travel. A preview Niagara or mesh on the socket helps.

The suffix is _spill, lowercase, with an underscore. upperarm_rSpill and upperarm_r_Spill will be ignored.
Checklist¶
- Deco socket on the parent, listed in Deco Mesh.
- Spill socket on the bone, named
{bone}_spill. - Preview assets in the skeleton editor until the transform is right.
- Collision profile for decos exists (
NoCollisionis fine).