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What's the most effective way to simulate "on hit" wounds?

A weapon hits an enemy AI character. Some of the hits are random and some of them are pre-set.

What's the best method for putting blood texture on these hit locations?

I've already tried layering a blood texture on top of the characters material. However this requires me to guess the location and I end up with many different textures for each hit.

Decals are possible, but they stretch during mesh deformation.

Any ideas?

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asked Apr 22 '15 at 02:05 PM in Everything Else

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avatar image Gunnar0 Apr 23 '15 at 03:36 AM

I use decals for a similar purpose but you could be right. Im doing paintball and when I shoot at a wall sideways it stretches it because of "get actor rotation."

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