
Modular Limb Damage System – Unreal Engine
Modular Limb Damage System (MLDS)
Modular Limb Damage System (MLDS) is a C++-driven Unreal Engine 5 plugin designed to provide runtime limb damage, easy configurable break and destroy events and physics-driven limb detachment in a clean, extensible way.
Built with performance, and modularity in mind, MLDS allows developers to integrate advanced limb damage mechanics without rewriting core gameplay or animation logic.
Core Features:
– Bone-based limb damage
Apply damage to individual bones or limb hierarchies
Configurable health per limb
Supports partial or full limb destruction
– Runtime dismemberment
Detach limbs dynamically at runtime
Automatic bone hierarchy traversal
Clean separation between intact and detached meshes
– Multiplayer-ready architecture
Server-authoritative logic
Replication-safe limb detachment
Designed for networked games from the ground up
– C++ plugin with Blueprint access
Core logic written in C++
Blueprint-friendly components and events
Easy to extend or integrate into existing systems
Modular Design:
MLDS is intentionally not a monolithic system.
You can use only what you need:
Limb mesh component
Limb damage component
Detached limb actor
Editor helpers (optional)
Can easily be used with additional plugins
This makes it suitable for:
Shooters
Melee Games
Horror games
Gore systems
Simulation-heavy projects
Research or study projects
Features:
Modular Damage System
Easy integratable with additional products
Scalable and Network ready
Code Modules:
MLDS (Runtime)
BoneConfig (Editor)
Number of Blueprints: 4
Number of C++ Classes: 15
Network Replicated: Yes
Supported Development Platforms: Windows
Windows: Yes
Mac: No
Supported Target Build Platforms: Windows, Console
Unreal Engine versions: 5.7
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