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V.I.P 4.26 Envir Choppable and Interactive Trees (Replicated) 4.26

Choppable and Interactive Trees (Replicated)

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
  • On demand via the community: Point based damage logic, for e.g. ESRPG integration

Workflow importing own tree

Technical Details​

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)
Supported Development Platforms:
Windows: Yes
Replicated: Yes
Not tested with other platforms. It is assumed that it works fine on all platforms.
Documentation: Example maps with explanation
Engine version: Only tested on 2.26. It is assumed that it works fine on most recent versions.
Dependency: Apex Destruction Plugin must be enabled.
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Lucifer
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