This system uses a blood mask (texture) used to create blood effects in your characters, you can shoot/hit them in animation or in ragdoll mode. No c++ required, it uses a SceneCapture2D to render the blood mask texture only when a new hit is requested, it have no extra performance cost and no additional draw calls when not adding new hits.
Features:
- Â Full body damage system for characters, while playing animations or in ragdoll mode
- Â Uses a texture mask, so it’s easy to implement your own blood shaders
- Â All blueprint, no C++ required
Videos:
Tutorial Video (blood mask method)
Download Demo:
Documentation: https://docs.google.com/document/d/1TM0w9nkT-RDTlqHT99oKisSjsWpBNHHFLqGaqkLITpg
Support: Discord
Important/Additional Notes:
- It uses a “SceneCapture2D” for rendering the hit location and an additional “Render Material to RenderTarget” for dilating the blood mask for removing possible UV seams. It only renders when you request a new hit in the mesh, the character shader doesn’t have any additional performance cost other than just having an extra texture in your material.
- It requires your mesh to have a second UV (lightmap UV) that have a full body UV with no overlaping UVs for the blood mask to work. (you need to be able to edit your mesh UVs in a DCC software like Blender or Maya)