Foliage Plugin Damage Types

Setting up Damage Types for the Foliage Plugin If you haven’t setup the Foliage Plugin yet, follow this tutorial first. Create a new Blueprint Class based on the DamageType Set the new Damage Type required in your Foliage DataTable When Applying damage to your Foliage, specify the new Damage Type All done, if the incorrect […]

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Foliage Plugin – Destructible Meshes

Setting up Destructible Meshes with the Foliage Plugin If you haven’t setup the Foliage Plugin yet, follow this tutorial first. Create a Destructible Mesh of your Foliage Mesh Example Settings of a Destructible Mesh (a rock in this example) Add the Destructible Mesh to the Foliage DataTable you created in the previous tutorial Important here […]

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Foliage Plugin – Getting Started

Enable the Foliage Plugin Create the Foliage DataTable Create a new Foliage Blueprint Actor (FoliagePluginActor) child In Project Settings > Foliage Plugin > Set your newly created Foliage DataTable and Foliage Actor When Painting / Spawning Foliage, you must change the default foliage component to “FoliagePluginComponent” Make sure your collision settings for your foliage is […]

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Configuring Sockets

Begin by adding your building to the DT_Buildings DataTable Add a new socket to the CompatibleSocketNames array, here you determine what sockets that this building component can be placed on, in this example, Door is our compatible socket name, every building that has the socket “Door” we will be able to snap our new building to. […]

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Simple Building System 1.2 Update

Version 1.2 is now available on the UE4 Marketplace! Added a Health system to finished buildings, use Q to apply damage to a finished building Added a damage system Added destruction system to buildings Added socket placement for buildings Added visual sockets for placement locations Major changes in the C-Foliage component, a lot of improvements Configuring […]

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