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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

  1. Open the skeletal mesh.
  2. Select the parent of the bone you are setting up.
    Example: bone is upperarm_r → select clavicle_r.
    Example: bone is head → select neck_01.
  3. Add a socket.

Add a deco socket on the parent bone

  1. Name it however you want. A {bone}_deco suffix keeps the list readable.

Rename the socket

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

Preview asset on the socket

  1. 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)

Decoration sockets


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.

  1. Open the skeletal mesh.
  2. Select the broken bone (not the parent).
  3. Add a socket named exactly {BoneName}_spill.
    Example: upperarm_r → upperarm_r_spill.

Spill socket on the bone

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

Spill preview

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 (NoCollision is fine).