- Changed the HandleFoliageReward function signature inside the FoligeActor that can be overriden to implement custom logic for handling the reward data.
- Changed FoligeRewardData struct to BlueprintReadWrite to enable modifying the reward data in blueprint overridable events.
- OnFoliageHarveted interface fucntion is now BlueprintCallable
- Optimized Replication using FastArraySerializer
- Fixed an issue where the blocking object types didn’t always block respawns / despawns
hulken
Foliage Plugin 1.4 Update
- Moved the Foliage Plugin Actor Class from Project Settings to Data Table Settings so you can have different Foliage Actors depending on your resource
- Rewards on Harvest now has a Min and Max value
- Valid Damage Types is now an array of Damage Types so you can have multiple damage types for one resource
Foliage Plugin 1.2 Update
- Added a overridable function “HandleDestructibleDamage” in the Foliage Plugin Actor to customize dealing damage to the destructible mesh component
- Added a overridable function “HandleFoliageReward” implement custom foliage reward logic
- Added function “HandleFoliageImpulseOnDepletion” to implement custom logic when a foliage actor is depleted
- Added Linux compability
- Added Unreal Engine 4.22 compability
Foliage Plugin + Multiplayer Survival Game Template (MSGT)
Create the Foliage Data Table
Create the Foliage Plugin Actor Blueprint Class
Assign the Data Table and Foliage Actor blueprint in Project Settings > Foliage Plugin
Change the Component Class for your foliage to use the “FoliagePluginComponent” as seen below
In your data table, add a new “Tree” resource, example below:
Implement the Foliage Plugin Interface in the SurvivalController Blueprint
Right click anywhere inside the Event Graph (SurvivalController) and add the Interface Event as seen below:
Inside the SurvivalController Event Graph, Right click and create a new event as seen below:
Open the C_Manager-HUD Blueprint Component and modify the InteractiveTrace function to output the Hit Result
Inside the GetActionType Function (SurvivalController), add an input pin of Hit Result type as seen below:
Connect the Hit Result you just created, inside the “InteractAction” function (SurvivalController)
Modify the “GetActionType” function and add the event call you created earlier as seen in yellow:
Foliage Plugin + Survival Game Kit (SGT)
Create the Data Table (Foliage Data)
Create a Blueprint Class of type FoliagePluginActor
Assign the Data Table and the Foliage Actor in the Project Settings
(FOLIAGE ACTOR HAS BEEN MOVED TO THE DATATABLE)
Change the Component Class for your Foliage to use the “FoliagePluginComponent“
Create a new Tree resource in the Foliage Data Table you previously created, see example below
Set the BP_FoliageActor class that you created earlier in the DataTable
Create a new Rock resource in the Foliage Data Table you previously created, see example below
In the BP_SurvivalCharacter Blueprint, add the Foliage Plugin Interface
Example of adding the harvested resources to our inventory
Example of how to enable Melee Weapons to harvest Trees and Rocks
OPEN THE “BP_MASTERMELEEWEAPON” BLUEPRINT (/BLUEPRINTS/HOLDABLES/BP_MASTERMELEEWEAPON) AND MODIFY THE “GIVE DAMAGE ONCE” FUNCTION TO THE EXAMPLE BELOW
Example of how to enable harvesting with “E” Interact Key
Open the “BP_PlayerInventoryComponent” (/Blueprints/Components) and modify the “Is inventory actor?” macro