Control Rig and Lyra¶
Unreal Engine 5 Control Rig can drive a skeletal mesh every frame. UEGoreSystem adds a Gore Update node you drop into that graph so hidden / broken limbs stay in sync with the live character.
Use this path when:
- the character is hidden / shown through Control Rig (Lyra, procedural mannequins)
HideBoneByNameon the leader mesh is not enough- you enabled Control Rig Procedural on the gore component
If you only use a standard AnimBP and HideBoneByName, you can skip this page.
Gore Update node¶
Version 3.2 added Gore Update (FRigUnit_GoreUpdate) to any Control Rig.

Install it¶
- Open the Control Rig used by the character.
- Add Gore Update to the solver / forward-solve graph.

- Run that Control Rig from the animation pipeline , usually the Post Process Anim Blueprint on the skeletal mesh.

- On the gore component, enable Control Rig Procedural.
The node reads Visually Hidden Bones on the owner’s UEGoreSystem component. The source limb stays visible until the detached mesh is shown, then the rig collapses / hides it. That avoids a one-frame hole between hide and spawn.
The plugin includes CR_Mannequin_ProceduralGore for the UE mannequin. MetaHuman / custom rigs: copy the node into your own Control Rig.
Lyra¶
Lyra’s hero is a leader pose mesh (often invisible) plus cosmetic meshes swapped at runtime. The gore component must be told which mesh the player actually sees.
Setup¶
- Open the Lyra project and enable UEGoreSystem.

- Open
B_Hero_ShooterMannequin
(Plugins/ShooterCore/Game).

- Add UEGoreSystem and call Init on the mesh you want as the pose source.


- Fill Gore Settings. Bone names must match the Lyra mannequin.

- Create a Global Anim Instance for the Lyra skeleton (do not reuse the UE4 example AnimBP unless the skeletons match).

- Open
ABP_Manny_PostProcess
(Content/Characters/Heroes/Mannequin/Rigs).
Append a Control Rig node and selectCR_Mannequin_ProceduralGorefrom the plugin.

- Repeat for
ABP_Quinn_PostProcess.

- Search for
GCNL_Character_DamageTakenand open it.

In the main Event Graph call Apply Gore Damage with the hit bone / location / normal from Lyra’s damage event.

- PIE and confirm hits register. The next two sections fix the issues you will see immediately.

Invisible limbs¶
Lyra cosmetics sit on a mesh that is not the one Init found. Spawned limbs copy that invisible mesh and disappear.
- On
B_Hero_ShooterMannequin, handle On Character Parts Changed. - Call Set Visual Mesh Component with the new cosmetic skeletal mesh every time parts change.

Blood that survives the dissolve¶
On death Lyra dissolves the hero. Attached spill Niagara stays in the world.

- Select Health Component on
B_Hero_ShooterMannequin. - Bind On Death Started.
- Call Destroy All Attached Gore FXs.
- Deactivate the gore component so stray projectiles during the dissolve do not spawn new emitters.




The weapon falls off¶
Breaking upperarm_r, lowerarm_r, or hand_r detaches the armed hand. The practical fix is to leave those bones out of Body Map (or out of Ignore Is Dead) so a kill never severs the weapon arm.