Auto dismemberment¶
Auto dismemberment lets you detach limbs from a single, uncut skeletal mesh. You do not need a separate SKM per arm / leg / head. The plugin clones the character (or Limbs Mesh), hides everything that is not the broken hierarchy, and simulates the remaining bodies.
If you already have pre-cut limb meshes, leave auto-dismemberment off and assign those meshes in Body Map → Mesh.
When to use it¶
| Situation | Use |
|---|---|
| One skinned character, no separate limb assets | Auto dismemberment on, Mesh left empty |
| You baked / split limbs in Blender | Auto off, assign each Mesh |
| You want a wounded cavity mesh on the flying limb | Auto on, set Limbs Mesh |
| Lyra / Control Rig hide | Also enable Control Rig Procedural , Control Rig |
Enable it¶
- In each Body Map entry you want to auto-clone, leave Mesh empty.

- Check Enable Auto Dismemberment.

- If the skin is not already split at the joint, also check Enable Stretching Fix.

- Assign Global Anim Instance for this skeleton and a usable Physics Asset.
Requirements (any skeleton)¶
These apply to Mixamo, custom rigs, and anything that is not the UE mannequin. See the Mixamo skeleton video.
- The skeletal mesh hierarchy must start with a bone named Root.
- Create an Anim Blueprint for that skeleton and set the nodes the same way as the examples. Details: Limb AnimBP.
- The mesh needs a good Physics Asset.
Videos¶
Limitations¶
- Stretching Fix costs extra CPU. Under a heavy physics load you may see a short glitch until the frame budget recovers.
- You cannot dismember a limb that is already detached. The flying arm is a new component; it is not a second Body Map target.
- You cannot break a parent after a child in the same hierarchy is already gone.
Example:hand_lis destroyed → a laterupperarm_ldetach is rejected, becausehand_lis a child of that chain.
upperarm_r,head,thigh_rstill work , they are other branches.
If you already have pre-cut limb meshes, leave auto-dismemberment off and assign those meshes in Body Map → Mesh.
Baking separate pieces in Blender: Divide mesh with Blender.