This tutorial is outdated and may require changes when using a newer version of the Survival Game Kit
Video Demonstration
CREATE THE DATA TABLE (FOLIAGE DATA)
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CREATE A BLUEPRINT CLASS OF TYPE FOLIAGEPLUGINACTOR
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ASSIGN THE DATA TABLE AND THE FOLIAGE ACTOR IN THE PROJECT SETTINGS
(FOLIAGE ACTOR HAS BEEN MOVED TO THE DATATABLE)
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CHANGE THE COMPONENT CLASS FOR YOUR FOLIAGE TO USE THE “FOLIAGEPLUGINCOMPONENT“
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CREATE A NEW TREE RESOURCE IN THE FOLIAGE DATA TABLE YOU PREVIOUSLY CREATED, SEE EXAMPLE BELOW
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SET THE BP_FOLIAGEACTOR CLASS THAT YOU CREATED EARLIER IN THE DATATABLE
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CREATE A NEW ROCK RESOURCE IN THE FOLIAGE DATA TABLE YOU PREVIOUSLY CREATED, SEE EXAMPLE BELOW
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IN THE BP_SURVIVALCHARACTER BLUEPRINT, ADD THE FOLIAGE PLUGIN INTERFACE
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EXAMPLE OF ADDING THE HARVESTED RESOURCES TO OUR INVENTORY
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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
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EXAMPLE OF HOW TO ENABLE HARVESTING WITH “E” INTERACT KEY
Open the “BP_PlayerInventoryComponent” (/Blueprints/Components) and modify the “Is inventory actor?” macro
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OPEN THE “IS INTERACTABLE?” MACRO AND MODIFY AS SUCH
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