Simple Build System Adding a new Building

What you need before continuing:

  • You must have imported your building Mesh that you want to use

Make a Child Blueprint Class of “BP_Master_Building” and name it whatever you want.

Add a new Row to the DataTable “DT_Buildings”

Fill in the information

It should look something like this when done:

In the player controller, select the DataTable “Row Name”.

That’s it!

Dedicated Server Bug with Interactive Foliage

If you are using regular Listen servers, then this does not apply to you!

It has come to my attention that running the Foliage System on Dedicated Servers causes the server to crash.

Assertion failed: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:Runtime/Core/Public\Containers/Array.h] [Line: 634]
Array index out of bounds: 3530 from an array of size 0

I have a simple solution for this, all you need to do is change a few lines of Engine code to fix it, this is because the Dedicated Server doesn’t consider the Instance array valid since they are not being rendered on the server.

Open up “C:\UnrealEngine\Engine\Source\Runtime\Engine\Private\HierarchicalInstancedStaticMesh.cpp”

Go to line 2394 (UE Source 4.17.2)

Inside the function UHierarchicalInstancedStaticMeshComponent::BuildTreeAsync()

 

Old code

const bool bMeshIsValid =
// make sure we have instances
PerInstanceSMData.Num() > 0 &&
// make sure we have an actual staticmesh
GetStaticMesh() &&
GetStaticMesh()->HasValidRenderData() &&
// You really can’t use hardware instancing on the consoles with multiple elements because they share the same index buffer.
// @todo: Level error or something to let LDs know this
1;//GetStaticMesh()->LODModels(0).Elements.Num() == 1;
}

New code

// Verify that the mesh is valid before using it.
bool bMeshIsValid =
// make sure we have instances
PerInstanceSMData.Num() > 0 &&
// make sure we have an actual staticmesh
GetStaticMesh() &&
GetStaticMesh()->HasValidRenderData() &&
// You really can’t use hardware instancing on the consoles with multiple elements because they share the same index buffer.
// @todo: Level error or something to let LDs know this
1;//GetStaticMesh()->LODModels(0).Elements.Num() == 1;

if (GetNetMode() == NM_DedicatedServer)
{
bMeshIsValid =
// make sure we have instances
PerInstanceSMData.Num() > 0 &&
// make sure we have an actual staticmesh
GetStaticMesh() &&
// You really can’t use hardware instancing on the consoles with multiple elements because they share the same index buffer.
// @todo: Level error or something to let LDs know this
1;
}

Adding new resources to the Foliage System 1.2

In the latest version of the Foliage System, I’ve made it super simple to add new Resources!

All you have to do now is open up DT_Resources data table and sets the mesh(es) for your resource, and you’re done!

 

 

You can now have an array of meshes for the same resource, if they have the same rewards & uses, you no longer have to have multiple entries and blueprints for each actor/resource!

Adding new resources to the Foliage System

THIS GUIDE IS FOR THE OLD 1.0 VERSION, IF YOU ARE USING THE FOLIAGE SYSTEM 1.2 THEN USE THIS GUIDE:

Adding new resources to the Foliage System 1.2

 

 

 

 

 

Create a Child Blueprint Class of the BP_MasterResource

Open DT_Resources Data Table and add a New Row, set “ResourceToSpawn” to your new Child Blueprint Class that you just created.

Inside DT_Resources, make sure you set ResourceMesh to EXACTLY the same as your foliage mesh.

Open up your Child Blueprint Class, change it’s FoliageSettings to “MyNewTree”.

IMPORTANT! When painting your terrain with foliage, MAKE SURE that you set the foliage to Block All.

And that’s it!