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Archives for : foliage plugin

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 damage type is applied, you will not be able to interact with the Foliage

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 is that the IDs (marked in RED) are the SAME, it doesn’t matter if the Destructible Mesh is Empty (if you don’t have one for a different mesh)

Another Example

Add a Destructible Component to your BP_FoliageActor that you created in the previous tutorial

All done, the Foliage Plugin will handle dealing damage and visibility of the Destructible Mesh

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 set to BlockAll, or your own custom collision channel

(this is only required for interacting with the foliage instances)

Add a new Entry in the Foliage DataTable, in this example we’re creating a Tree Resource

You must make sure that the Mesh you paint (or spawn) is the same in the Foliage DataTable so that the Foliage Plugin knows what to do with it.

Inside your Character (or Controller) Blueprint, Implement the Foliage Plugin Interface

Example of adding resources to your inventory when a Foliage is damaged (harvested)

Interacting with the Foliage Plugin Example

This example uses a line trace from the Players point of view to “Apply Point Damage”
Damage is handled by the Foliage Plugin and will convert your Foliage Instance to a useable / interactable foliage actor automatically.