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Data Table Settings

SETTINGS

  • Resource Name
    Human readable, friendly usable resource name
  • Rewards on Harvest
    If you want to reward the player with any resources on harvest, you set this here
  • Foliage Meshes
    For simplicity, this is an array which can contain several meshes for the same resource
  • Destructible Meshes
    If you want to use a Destructible Mesh for your Resource, it’s important that your Foliage Mesh has the same ID in the Data Table as the Destructible Mesh!
  • Max Uses
    How many times this resource can be “harvested”
  • Foliage Actor Max Life Time
    The spawned foliage actor will be removed from the game world after X amount of seconds. Despawning will be renewed if any player is nearby (configurable in the Project Settings)
  • Depleted Foliage Actor Life Time
    Once this actor has been depleted (been harvested enough), this is how long we keep the actor live
  • Enable RespawningCan this foliage respawn?

DAMAGE

  • Require Damage Type
    If the player is required to use a certain damage type to harvest this resource
  • Damage Type
    You can create new damage types by creating a new blueprint class that inherits from DamageType
  • Damage Amount
    The minimum amount of damage required to harvest this resource

PHYSICS

  • Simulate Physics on Depletion
    Should the foliage actor simulate physics when depleted? Eg, a tree falling over when harvested? (Disabled if any Destructible Mesh is set)
  • Apply Impulse on Depletion
    Apply a physics impulse on depletion (making trees fall over for example)
  • Physics Impulse Multiplier
    How much force should we apply?
  • Physics Collision Profile Name
    If set to something other than “None”, the Foliage Mesh collision profile will be set to this before we start simulating physics