- Версия Unreal Engine
- 5.7
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
Modular Design
MLDS is intentionally not a monolithic system.
You can use only what you need:
This makes it suitable for:
Number of C++ Classes: 15
Network Replicated: Yes
- 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
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
Technical details
Features:- Modular Damage System
- Easy integratable with additional products
- Scalable and Network ready
- MLDS (Runtime)
- BoneConfig (Editor)
Number of C++ Classes: 15
Network Replicated: Yes



