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