Features:
- Trees that can be chopped down and respawn after a time
- Collectible logs
- Easily configurable and customizable system for creating your own trees
- Can be used with the unreal foliage tool to populate large worlds
- High performance due to the low poly count and use of instanced static meshes
Number of Blueprints: 9
Number of Meshes: 6
Number of Materials: 8
Network Replicated: No
Input: Keyboard, Mouse
Supported Development Platforms:
Windows
Documentation: https://docs.google.com/presentation/d/13PobRls8YtFwKUAsXKf2xLmGdHHCtbzDYCmSRB5yQ7g/edit?usp=sharing
特征:
- 可以在一段时间后砍伐和重生的树木
- 收藏日志
- 易于配置和自定义的系统,用于创建自己的树
- 可以与虚幻植物工具一起使用来填充大型世界
- 由于低聚计数和实例化静态网格的使用,高性能
蓝图数目:9
目数:6
材料数量:8
网络复制:没有
输入:键盘,鼠标
支持的开发平台:
窗户
文件:https://docs.google.com/presentation/d/13PobRls8YtFwKUAsXKf2xLmGdHHCtbzDYCmSRB5yQ7g/edit?usp=sharing
Preview Video: https://youtu.be/0g16COCMBsE
This system uses instanced static mesh trees to maintain high performance. When a tree is damaged, it converts to a blueprint that can be chopped down. When chopped down, it will yield a number of collectible logs. The number of logs dropped can be changed for each type of tree. If set to, the tree will respawn in the same spot after a set time. If a tree blueprint is not interacted with for too long, it will convert back to an ISM so performance will remain high. The trees have a master blueprint, so new trees can easily be configured. The system works with the foliage tool for easy population of large worlds. Since the damage dealing actor is the hatchet, any character can be configured to chop the trees by equipping the hatchet to them.
预览视频:https://youtu.be/0g16COCMBsE
该系统使用实例化静态网格树来保持高性能。 当一棵树被损坏时,它会转换为可以砍掉的蓝图。 当砍下来时,它会产生一些可收藏的原木. 对于每种类型的树,可以更改删除的日志数量。 如果设置为,树将在设定的时间后在同一地点重生。 如果树状蓝图交互时间过长,它将转换回ISM,因此性能将保持较高。 树具有主蓝图,因此可以轻松配置新树。 该系统与植物工具一起工作,以方便人口的大世界。 由于造成伤害的演员是斧头,任何角色都可以配置为通过装备斧头来砍树。
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