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).
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.
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.
Number of Blueprints: 9 (2 master, 4 tree examples, 3 log examples)
Dependency: Apex Destruction Plugin must be enabled.
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.