- 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
unreal engine
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
Open the “Is interactable?” Macro and modify as such
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)