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Chaos based Choppable and Interactive Trees V1

Games By Hyper - Blueprints - Apr 7, 2022
4.53 out of 5 stars(45 ratings)
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Need some trees to be chopped down? Use this very easy to use and customizable Choppable & Interactive Trees based on destructible mesh (Replicated).

  • Supported Platforms
  • Supported Engine Versions
    5.0 - 5.1
  • Download Type
    Asset Pack
    This product contains an assortment of Unreal Engine assets which can be imported into a pre-existing project of your choice.

Discord 💬 Join the Hyper Game-dev Discord

Demo 📁 Try it out!

Video ▶ To view the product

Made by 🎮 Eric from Hyper!

Modular 🧩 Check out other compatible assets

V1 & V2

Please note the “V1” and “V2” labels on my assets. The v1 versions are my original versions and are based on UE4. If you are using UE5, I would always advise you to use the V2 version (if available). The V2 versions are significantly changed architecturally and visually and are different products, however with the same goal. All original products will stay as is and if needed I supply bug fixes for them.

Chaos based Choppable and Interactive Trees

Each tree is from the supermaster class

The supermaster class is a placeholder which only hold a static mesh for performance reasons. 

Feel free to change this to HISM or ISM

When the supermasterclass is touched, it spawns the CHAOS tree

The CHAOS tree can be chopped down and is from the class: Treecutting_Master

Make a child of this master to configure your own tree.

You can configure the child tree. The options are as follows:

- Mass required to be chopped down before falling

- Force Multiplier (Determines how fast mass is chopped)

- Delay before fractures are destroyed after meeting threshold

- Falling Tree Sound

- Log To Spawn

- Amount of logs to spawn

- Duration Before Logs Spawning

- Does Respawn

- Respawn time

- When trunk is destroyed do not respawn

- Max Inactivity

- Delay to destroy actor if not respawning

- Damage required to destroy trunk

- Spawn item when trunk is destroyed

- Spawn this item when trunk is destroyed

- Trunk destruct sound

After the tree is chopped, a log is spawned. 

This log is a blueprint actor so you are able to configure it for your inventory system.

The logs you see here are configured as a Child Blueprint from the Log_Master Blueprint. You only need to configure the master.

The child actors can be used to difer the static mesh or any other variable such as amount of wood.


Each Tree should consist of: Top, Middle, and a Trunk wherein the middle part is a destructible mesh. 

Configure up to 8 destructible meshes in the middle for splitting effect.

Actor Foliage:

Use actor foliage to spawn the "Placeables".

Make sure to configure shadow settings to your peformance requirements.


A Vegetation Debris and Stump. 

Bot used the logic if the normal master and tricked it's logic.

Quality first:

The best and nothing less. Our core principles keep our assets the top of what’s available.

Where possible:

– Complete and flexible, we include most common use-cases in our products.

– Data-Driven approach, so adapting is easy. We provide spreadsheets for mass edits.

– Flawless integrations.

– Blueprint only, so we keep it accessible for you and your complete team.

– Extensive documentation, in code and in docs. Not only what happens by also why. We want you be able to learn.

– Production-ready.

Technical Details


  •  Fully network replicated
  •  CHAOS based destruction
  •  Choppable trees based on CHAOS destruction

Number of Blueprints: 26

Number of Meshes: 65

Important note: CHAOS dependencies

Supported Platforms:

Windows. It is assumed that it works fine on all platforms.

Support, community & Documentation📁:

Initial Support like bug encounters and online documentations are available after verification[Please note that docs are optional and web-based]. Easiest way is to access is Discord, but ofcourse also possible via mail.

The discord is a meeting place with forums setup per asset where other game developers with the same asset can discuss the use and also help each-other out including me (Eric) the developer.

All my blueprints are always heavily commented. Not only the what happens, but I try to explain why it happens.