
SETTINGS
- Resource Name
Human readable, friendly usable resource name - Rewards on Harvest
If you want to reward the player with any resources on harvest, you set this here - Foliage Meshes
For simplicity, this is an array which can contain several meshes for the same resource - Destructible Meshes
If you want to use a Destructible Mesh for your Resource, it’s important that your Foliage Mesh has the same ID in the Data Table as the Destructible Mesh! - Max Uses
How many times this resource can be “harvested” - Foliage Actor Max Life Time
The spawned foliage actor will be removed from the game world after X amount of seconds. Despawning will be renewed if any player is nearby (configurable in the Project Settings) - Depleted Foliage Actor Life Time
Once this actor has been depleted (been harvested enough), this is how long we keep the actor live - Enable RespawningCan this foliage respawn?
DAMAGE
- Require Damage Type
If the player is required to use a certain damage type to harvest this resource - Damage Type
You can create new damage types by creating a new blueprint class that inherits from DamageType - Damage Amount
The minimum amount of damage required to harvest this resource
PHYSICS
- Simulate Physics on Depletion
Should the foliage actor simulate physics when depleted? Eg, a tree falling over when harvested? (Disabled if any Destructible Mesh is set) - Apply Impulse on Depletion
Apply a physics impulse on depletion (making trees fall over for example) - Physics Impulse Multiplier
How much force should we apply? - Physics Collision Profile Name
If set to something other than “None”, the Foliage Mesh collision profile will be set to this before we start simulating physics