WARNING: UE4 only – Need some trees to be chopped down? Use this very easy to use and customizable Choppable & Interactive Trees based on destructible mesh (Replicated).

警告:UE4-需要砍掉一些树吗? 使用这个非常容易使用和可定制的可切割和互动树基于可破坏网格(复制)。

Features:

  • Two character examples: Axe animation based AND Projectile based interaction.
  • Master Blueprint to configure TreeCutting actor
  •  Master Blueprint to configure Log blueprint for later use in e.g. inventory system
  • Example Map with explanation
  • Example trees and configuration from Epic games Open world collection for example purposes

Number of Blueprints: 9 (2 master, 4 tree examples, 3 log examples)

Replicated: Yes

Dependency: Apex Destruction Plugin must be enabled.

Supported Platforms:

Windows. It is assumed that it works fine on all platforms.

Support, community & Documentation📁:

Initial Support like bug encounters and online documentations are available after verification[Please note that docs are an optional courtesy and web-based]. Easiest way is to access is Discord, but ofcourse also possible via mail.

The discord is a meeting place with forums setup per asset where other game developers with the same asset can discuss the use and also help each-other out including me (Eric) the developer.

All my blueprints are always heavily commented. Not only the what happens, but I try to explain why it happens.

特征:

  • 两个角色示例:基于斧头动画和基于弹丸的交互。
  • 主蓝图配置TreeCutting actor
  •  主蓝图配置日志蓝图以供以后在例如库存系统中使用
  • 示例地图与解释
  • 示例树和配置从史诗游戏开放世界集合为示例目的

蓝图数量:9个(2个主图,4个树示例,3个日志示例)

复制:是的

依赖:必须启用Apex销毁插件。

支持的平台:

窗户。 假设它在所有平台上都能正常工作。

支持、社区和文档📁:

在验证后,可以获得初始支持,如错误遭遇和在线文档[请注意,文档是一个可选的礼貌和基于web的]. 最简单的方法是访问是不和谐,但也可以通过 邮件.

不和谐 是一个会议场所,每个资产设置论坛,其他游戏开发者可以讨论使用相同的资产,并帮助对方,包括我(埃里克)开发者。

我所有的蓝图总是被大量评论。 不仅发生了什么,但我试图解释为什么会发生。










Important note: This product is UE4 only. I’ve created a new advanced product for CHAOS users. It is a new product.

This product will not be updated to UE5. This is for UE4 users and custom UE5 APEX builds that don’t intend to upgrade their current project to UE5.

🔥Join the HyperReuts gaming and development Discord Channel for generic chat and support! Would love to speak to you there.

Video based on Axe

Video based on projectile

To configure a tree: Create a child blueprint of the BP_TreeCutting_Master.

Here you are able to configure:

·        Duration before logs are spawning

·        Life: How many hits does the tree require to be chopped down?

·        Delete after time fallen: How many seconds does the actor (All parts, e.g. trunk, scene components and any other actor information) needs to be alive after the tee is cut? Note: The fallen logs will remain because they are spawned as separate actors.

·        Destroy actor after inactivity: How many seconds does the tree needs to be alive after the tree is touched? This is necessary due to performance and cleanup purposes.

·        Log to spawn: Define your own log with own variables.

·        Falling tree sound: Which sound to use when the tree is falling

·        The meshes for the trees. Top, middle (Destructible mesh) Trunk and the Original tree.

After the tree is chopped, a log is spawned. This log is a blueprint so you are able to configure it for your inventory system.

Workflow importing own tree

重要事项:本产品仅适用于UE4。 我为CHAOS用户创建了一个新的高级产品。 这是一种新产品。

本产品不会更新到UE5。 这适用于不打算将当前项目升级到UE5的UE4用户和自定义UE5APEX构建。

🔥加入 HyperReuts游戏与开发不和谐频道 对于一般的聊天和支持! 我很乐意在那里和你谈谈。

基于Axe的视频

基于弹丸的视频

配置树:创建BP_TreeCutting_Master的子蓝图。

在这里,您可以配置:

*日志生成前的持续时间

*生命:树需要砍多少命中?

*Time fallen后删除:actor(所有部分,例如trunk,场景组件和任何其他actor信息)在tee被切割后需要存活多少秒? 注意:倒下的日志将保留,因为它们是作为单独的actor生成的。

*在不活动后销毁actor:在树被触摸后,树需要存活多少秒? 由于性能和清理目的,这是必要的。

*Log to spawn:使用自己的变量定义自己的日志。

*倒下的树声:当树倒下时使用哪种声音

*树木的网格。 顶部,中间(可破坏网格)树干和原始树。

在树被切碎后,会产生一个日志。 此日志是一个蓝图,因此您可以为库存系统配置它。

工作流导入自己的树

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