Deformation
Material Layer System
Modular Character Support
Version: 1.0 Engine Compatibility: Unreal Engine 5.7+ Target Users: Blueprint Developers, Technical Artists
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:
| 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.
Component that applies flesh deformation effects to a target skeletal mesh.
| 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) |

| 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.

| 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.

| --- | --- | --- |
| --- | --- |
Toggle ring mesh visibility without affecting flesh deformation.
Use Case: Hide rings during cutscenes while keeping compression visible.

| --- | --- | --- |
| --- | --- |
Instant swap between baked assets. New asset must be pre-baked and target the same TargetSkeletalMesh.
⚠️ Modular Characters: Use
Swap Modular Ring Assetinstead to preserve Leader Pose.

| --- | --- | --- |
| --- | --- |
Returns the target skeletal mesh component where deformation is applied.

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