Overview

Introduction

Installation

Getting Started

Core Features

Influence Modes

Deformation

Refinement & Smoothing

Material Layer System

Modular Character Support

API Reference

Blueprint API

Editor Guide

Asset Editor Overview

Debug Visualization

Resources & Support

Troubleshooting & FAQ

Changelog

FleshRing Blueprint API Documentation

Version: 1.0 Engine Compatibility: Unreal Engine 5.7+ Target Users: Blueprint Developers, Technical Artists


Table of Contents

  1. API Reference
  2. Usage Guide
  3. Error Handling
  4. Best Practices

Two Operating Modes

Key Concept: Asset and Component Relationship

FleshRingAsset = Defines "which mesh to deform and how"

FleshRingComponent = Specifies "which component to apply the asset to at runtime"

[Create Asset in Editor]
Select SK_Legs mesh → Create FleshRingAsset_Legs (can include multiple rings)

[Apply at Runtime]
FleshRingComponent → Target: LegsSkeletalMeshComponent
                   → Asset: FleshRingAsset_Legs ✓ (mesh matches)

When you need ring effects on multiple body parts:

Two Workflow Types

Feature Standard Workflow Modular Workflow
Use Case Single skeletal mesh characters Modular characters (Leader Pose / Skeletal Mesh Merge)
API FleshRing Component direct functions FleshRing Modular Library
Setup Complexity Low Medium
Leader Pose Support No Yes

For initial setup and asset creation, see the Getting Started Guide.


API Reference

FleshRing Component

Component that applies flesh deformation effects to a target skeletal mesh.

Properties

Property Type Description
Flesh Ring Asset UFleshRingAsset* Primary data source containing ring settings and baked mesh
Target Skeletal Mesh Component FComponentReference Target mesh to apply effect (must be set manually)
bEnable Flesh Ring bool Enable/disable effect (read-only, use Set Enable Flesh Ring)
bShow Ring Mesh bool Show/hide ring meshes (read-only, use Set Show Ring Mesh)

Functions

Set Target Skeletal Mesh Component

image.png

Parameter Type Description
Target UFleshRingComponent* FleshRing component to call on
In Target Mesh Component USkeletalMeshComponent* Target skeletal mesh component (nullptr to clear)
Return Type
(none) void

Sets the target for FleshRing deformation. Target must be explicitly set - auto-detection is not supported.


Set Enable Flesh Ring

image.png

Parameter Type Description
Target UFleshRingComponent* FleshRing component to call on
bEnable bool true = enable effect, false = restore original mesh
Return Type
(none) void

Enable/disable entire effect (deformation + ring meshes). Preserves Leader Pose setup.


Set Show Ring Mesh

image.png

| --- | --- | --- |

| --- | --- |

Toggle ring mesh visibility without affecting flesh deformation.

Use Case: Hide rings during cutscenes while keeping compression visible.


Swap Flesh Ring Asset

image.png

| --- | --- | --- |

| --- | --- |

Instant swap between baked assets. New asset must be pre-baked and target the same TargetSkeletalMesh.

⚠️ Modular Characters: Use Swap Modular Ring Asset instead to preserve Leader Pose.


Get Resolved Target Skeletal Mesh Component

image.png

| --- | --- | --- |

| --- | --- |

Returns the target skeletal mesh component where deformation is applied.


Is Using Baked Mesh

image.png

| --- | --- | --- |

| --- | --- |

Returns true if operating in runtime mode with BakedMesh (Deformer disabled).