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 […]
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
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
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 […]
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 […]