UnrealEngine - Chaos based Mineable and interactive Rocks with spawning ores V1
UnrealEngine - Chaos based Mineable and interactive Rocks with spawning ores V1
UnrealEngine - Chaos based Mineable and interactive Rocks with spawning ores V1
UnrealEngine - Chaos based Mineable and interactive Rocks with spawning ores V1
https://www.unrealengine.com/marketplace/en-US/product/chaos-based-mineable-and-interactive-rocks-with-spawning-ores
Supported Engine Versions 5.0 - 5.1


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Made by Eric from Hyper!

Modular Check out other compatible assets

V1 & V2

Please note the “V1” and “V2” labels on my assets. The v1 versions are my original versions and are based on UE4. If you are using UE5, I would always advise you to use the V2 version (if available). The V2 versions are significantly changed architecturally and visually and are different products, however with the same goal. All original products will stay as is and if needed I supply bug fixes for them.

Chaos based Mineable and interactive Rocks with spawning ores

Each Rock is from the supermaster class

The supermaster class is a placeholder which only hold a static mesh for performance reasons. 

Feel free to change this to HISM or ISM

When the supermasterclass is touched, it spawns the CHAOS rock

The CHAOS rock can be chopped down and is from the clas: Stonecutting_Master

Make a child of this master to configure your own rock.

You can configure the child rock. The options are as follows:

- Mass required to be chopped down before breaking

- Force Multiplier (Determines how fast mass is chopped)

- Delay before fractures are destroyed after meeting threshold

- Falling rock Sound

- Ore To Spawn

- Amount of Ores to spawn

- Duration Before Ores Spawning

- Does Respawn

- Respawn time

- When base mesh is destroyed do not respawn

- MaxInactivity

- Delay to destroy actor if not respawning

- Damage required to destroy base mesh

- Spawn item when base mesh is destroyed

- Spawn this item when base mesh is destroyed

- Base mesh destruct sound

- Print options to debug e.g. Mass chopped and Threshold calculations.

Nanite

The ores and rocks do support Nanite

Ore Types

After a rock layer is mined, an ore is spawned. 

This ore is a blueprint actor so you are able to configure it for your inventory system.

The ores you see here are configured as a Child Blueprint from the Ore_Master Blueprint. You only need to configure the master.

The child actors can be used to differ the static mesh or any other variable such as amount of gold, silver, stone etc.

Actor Foliage:

Use actor foliage to spawn the "Placeables".

Make sure to configure shadow settings to your performance requirements.

Important note: I am also known for the APEX based rocks. I've created this new advanced product for CHAOS users. Existing customers are able to request this product to be added to your account if you provide Epic with an email address.

Quality first:

The best and nothing less. Our core principles keep our assets the top of what’s available.

Where possible:

– Complete and flexible, we include most common use-cases in our products.

– Data-Driven approach, so adapting is easy. We provide spreadsheets for mass edits.

– Flawless integrations.

– Blueprint only, so we keep it accessible for you and your complete team.

– Extensive documentation, in code and in docs. Not only what happens by also why. We want you be able to learn.

– Production-ready.

Chaos based Mineable and interactive Rocks with spawning ores V1

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