
Ultragore System V2 – Unreal Engine
ULTRAGORE is a high-performance, fully procedural gore and dismemberment system with Multi-Layer Damage, built entirely in C++
It requires no C++ knowledge to use – everything is exposed to Blueprints and ready to integrate into any project.
| Update V2 |
Fully network-replicated gore, wounds, decals, and dismemberment
A new internal skeleton rig for Metahumans
New Vertex Damage nodes for shotgun spreads and knife slicing
New Material Functions for closed wounds and clothing rip
Various code fixes, stability improvements, and performance optimizations
Vertex Damage Component
Projects wounds directly onto mesh vertices – no UVs required.
Each hit spawns a cylinder that paints damage as vertex colors:
Blue → blood splatter
Red → wound/hole
Configurable radius, intensity, smoothing, and distance.
Works through a shader function, no textures needed.
Blood Decal Component
Handles blood decals and particle collisions with Niagara Callback integration.
Spawns decals on walls, floors, and direct hits.
Uses a pooled system → supports hundreds of decals without FPS drops.
Just 3 nodes to set up all decal logic.
Dismemberment Component
Fully procedural limb removal with per-bone settings via Data Assets.
Assign particle FX, sounds, and sockets for blood direction.
Works on any skeletal mesh.
Included Content
ULTRAGORE ships with ready-to-use assets for quick integration:
Blood Particles (Niagara systems)
Blood Decals (optimized materials & decal assets)
Gore Skeletons (Metahuman, UE4, UE5 versions, for instant dismemberment setup)
These assets are included as examples and can be used directly in your project or replaced with your own.
Additional information:
3 C++ Components
1 C++ Data Asset
2 Fx
2 Skeletal Mesh
7 Meat Mesh
5 Materials
16 Material Instance
1 Material Function
17 Textures
Code Modules: ULTRAGORE (Runtime)
Number of C++ Classes: 5
Network Replicated: Yes
Unreal Engine versions: 5.1 – 5.8
Important/Additional Notes:
Requires the Niagara plugin.
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