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Dismemberment and Bone Break

PREMIUM Asset 4.27 4.26 Dismemberment and Bone Break LAST VERSION

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Showcase Video - This will be updated shortly to reflect the changes in the pack
Try before you buy

Fully networked component-based bone health system, easy to customise.

Features

  • Fully network replicated
  • Full body damage system with individual bone health
  • 16 damage states
  • Body part dismemberment
  • Bone break
  • Knockout system with replicated ragdoll (experimental)
  • Physics-based and blended animations allowing for effortless animation updates based on character's damage state
  • 300+ animations
  • Zombie AI
  • Movement speed penalty system
  • 90 degree turn in place
  • Example weapon system
  • Easy to customise animations
  • Ragdoll death
  • 3D aim offsets for two-hand and one-hand animations
  • Walk, hop, crawl, one arm crawl
  • Particle spawn integrated
  • Velocity-based lean and tilt on movement
  • Male and female HUD with damage markers
  • Bone break hit reactions
  • Component-driven
  • Wandering AI for target practice
  • Particle system
  • Bone-mapping data table with dismemberment matrix easily customisable for any skeleton
  • Upper and lower body configuration based on damage state to allow for easy changing of animations

Guide to Base integration
Guide to add new meshes - WIP

Try some of the following packs from other sellers with this one
Studio New Punch

Important note
Listening server does not work in PIE and needs to be launched independently,

Technical Details​

Number of Blueprints: 49
Number of Animation Sequences: 367
Input: Preset keys
Network Replicated: Yes
Supported Development Platforms:
Windows: Yes
Documentation:
YouTube tutorials
Guide to Base integration
Guide to add new meshes - WIP
Discord Channel - Discord
Important/Additional Notes:

EXPERIMENTAL FEATURES: these are features that are not yet fully functioning. They will be completed if there is desire from the community.

Change log 1.8
walk and run animations updated
Crouch logic added,
new reaction animations
Fully moved code to components to allow for integrations
AI Added
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