Added Melee Weapons for Players Added 4 hotbar slots that can be populated with weapons Character movement speed depending on what weapon you’re carrying All new movement animations Movement Speed is affected by directionForward 100%Strafing and Backwards: 50% Picking up Ammo will give Ammo to the currently equipped weapon, or the first weapon in hotbar […]
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 […]