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.
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 Version: 5.1 Home Page: https://www.unrealengine.com/marketplace/en-US/product/tree-felling-system
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