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[UE4] Choppable and Interactive Trees (Replicated)

Games By Hyper - Blueprints - Feb 28, 2021

WARNING: UE4 only - 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
    4.20 - 4.27
  • Download Type
    Complete Project
    This product contains a full Unreal Engine project folder, complete with Config files, Content files and .uproject file, which can be used as a template to create a new project.

Important note: This product is UE4 only. I've created a new advanced product for CHAOS users. It is a new product.


This product will not be updated to UE5. This is for UE4 users and custom UE5 APEX builds that don't intend to upgrade their current project to UE5.


🔥Join the HyperReuts gaming and development Discord Channel for generic chat and support! Would love to speak to you there.

Video based on Axe

Video based on projectile



To configure a tree: Create a child blueprint of the BP_TreeCutting_Master.

Here you are able to configure:

·        Duration before logs are spawning

·        Life: How many hits does the tree require to be chopped down?

·        Delete after time fallen: How many seconds does the actor (All parts, e.g. trunk, scene components and any other actor information) needs to be alive after the tee is cut? Note: The fallen logs will remain because they are spawned as separate actors.

·        Destroy actor after inactivity: How many seconds does the tree needs to be alive after the tree is touched? This is necessary due to performance and cleanup purposes.

·        Log to spawn: Define your own log with own variables.

·        Falling tree sound: Which sound to use when the tree is falling

·        The meshes for the trees. Top, middle (Destructible mesh) Trunk and the Original tree.

After the tree is chopped, a log is spawned. This log is a blueprint so you are able to configure it for your inventory system.


Workflow importing own tree

Technical Details

Features:

  • Two character examples: Axe animation based AND Projectile based interaction.
  • Master Blueprint to configure TreeCutting actor
  •  Master Blueprint to configure Log blueprint for later use in e.g. inventory system
  • Example Map with explanation
  • Example trees and configuration from Epic games Open world collection for example purposes


Number of Blueprints: 9 (2 master, 4 tree examples, 3 log examples)

Replicated: Yes

Dependency: Apex Destruction Plugin must be enabled.

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 an optional courtesy 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.

Tags

TREESINTERACTIVE TREENoAIENVIRONMENTSINTERACTIVE FOLIAGEREPLICATEDBLUEPRINTS