The Foliage Actor has several events and functions that can be overridden to customize and implement custom logic that you might want for your own project.
blueprint Events
- BPE_OnFoliageDamaged
This event is called every time the foliage actor is damaged - BPE_OnFoliageDepleted
This event is called when the foliage actor has been “depleted” and can no longer be harvested - BPE_OnFoliageMeshUpdated
This event is called when the Foliage Mesh is updated - BPE_OnFoliageRemainingUsesUpdated
This event is called every time the “Uses” (the number of times the actor can be harvested) is updated/changed
functions
- HandleDestructibleDamage
This function can be overriden to customize how damage is applied to the Destructible Mesh - HandleFoliageDamage
This function can be overridden to customize how damage is applied to the Foliage Actor
See the Health value example - HandleFoliageImpulseOnDepletion
You can override this function if you want to customize how the physics impulse is applied to the foliage actor when it’s resources are depleted - HandleFoliageReward
If you want to customize the reward when the foliage actor is harvested