- Changed the HandleFoliageReward function signature inside the FoligeActor that can be overriden to implement custom logic for handling the reward data.
- Changed FoligeRewardData struct to BlueprintReadWrite to enable modifying the reward data in blueprint overridable events.
- OnFoliageHarveted interface fucntion is now BlueprintCallable
- Optimized Replication using FastArraySerializer
- Fixed an issue where the blocking object types didn’t always block respawns / despawns
![](https://eeldev.com/wp-content/uploads/2019/06/a4adc1435f4f3a043e42caacadb3f7b4.png)
![](https://eeldev.com/wp-content/uploads/2019/06/bbe198b154746a3a295c0899aa16d46b-1024x576.png)