Simple Building System 1.2 Update

Version 1.2 is now available on the UE4 Marketplace!

  • Added a Health system to finished buildings, use Q to apply damage to a finished building
  • Added a damage system
  • Added destruction system to buildings
  • Added socket placement for buildings
  • Added visual sockets for placement locations
  • Major changes in the C-Foliage component, a lot of improvements

Configuring Sockets

You can get the building system here:

Simple Building System Sockets

The socket system is an easy way to determine the location of a new building that you want to place in the world.

There is a new array in the DT_Buildings DataTable that allows you to specify what sockets that this building is compatible with, for example: The door building is compatible with a Door socket

Visual Sockets

You have the option to toggle the creation of visible placement sockets in the world (DT_Buildings)

Farming System 1.1 Update

The Farming System 1.1 Update contains a lot of fixes and improvements

Max Harvesting Distance

Making the player unable to harvest and water plants when exceeding the set range.

Removed several blueprint interface functions
Replaced with a single Struct instead (PlantState)

Cleaned up a lot of the variables and functions in the BP_FarmActor
Replaced with PlantState Struct instead

Close Plant Selection Widget

This option will close The Plant Selection Widget when you’ve planted a new seed.

Farm Actor To Spawn

You can now choose which farm actor to spawn (2 versions are available, the one placed on the ground, and one with legs)

Alot of other fixes and improvements as well.

Farming System + MSGT (Multiplayer Survival Game Template)


  • Begin by Migrating the Farming System to your MSGT installation

  • Add the FarmingSystem component to the MSGT’s SurvivalController

  • Copy the Events from the BP_PlayerController (inside the FarmingSystem folder) to your SurvivalController, EXCEPT the last event (Input: E), we’ll add this to the MSGT’s own interaction system.

  • Inside the SurvivalController, open the “GetActionType” function, modify it as such:

  • Open the C-FarmingSystem component (Inside /FarmingSystem), below is an example to get the reward when harvesting a plant

  • The reward when harvesting a plant is simply a “Row Name” that you define in your own DT_SGT_ITEMS DataTable, whatever you type into Rewards (on the right screen) is what you will get when harvesting a plant.

That’s it!

Farming System – HOW TO USE


Begin by Migrating the FarmingSystem to your own project

Add the Component to your PlayerController

Check the example BP_PlayerController on what functions/events to execute from your own PlayerController.


  • Enable Snapping
    Enable/Disable placement snapping when placing new farm actors
  • Enable Trace Interaction
    Enable/Disable the Farming System’s built in Actor tracing (when aiming at a Farming Actor, it will display a “Interact” text on screen
  • Enable Collision Check
    Enable/Disable collision check when placing down farm actors, it only checks if it’s colliding with any other farm actors
  • Placement Update Rate
    Determines how often we want to update the placement location, this can be decreased at the cost of performance and make the movement smoother
  • Default Water Amount
    This default water value will be added to the new farm actor when placed