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[UE4] Choppable and Interactive Trees (Replicated)

Games By Hyper聽- Blueprints聽- 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.


馃敟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:

路聽聽聽聽聽聽聽聽Duration before logs are spawning

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

路聽聽聽聽聽聽聽聽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.

路聽聽聽聽聽聽聽聽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.

路聽聽聽聽聽聽聽聽Log to spawn: Define your own log with own variables.

路聽聽聽聽聽聽聽聽Falling tree sound: Which sound to use when the tree is falling

路聽聽聽聽聽聽聽聽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聽Projectile based interaction.
  • Master Blueprint to configure TreeCutting actor
  • 聽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馃搧:

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.