Unreal Engine plugin Skeletal Mesh Component that breaks when damage is dealt to it.
- You can make bones simulate only themselves, themself + all of their children bones, or the entire character.
- Bones have their own individual health.
- Dispatchers are called upon bone damage and break, so if you want to 'kill' the character upon destruction of the head then it is possible!
- Supports both point and radial damage.
Drawback: This is a skeletal mesh component. So with the stock Character class of the engine you will need an additional skeletal mesh to be added. To give further support, you can assign a proxy mesh. When the proxy mesh's hand_r bone is damaged, this skeletal mesh is damaged on the hand_r bone.
Demonstration video: