🌱 Universal Foliage Harvesting System
By Darksaint Games
Turn your foliage and static meshes into fully harvestable actors — with automatic respawn, performance optimizations, and zero dependency on external systems.
✨ Features
Works with painted foliage (HISM) and hand-placed static meshes
Automatic swap → harvest actor → respawn cycle
Configurable respawn times, cooldowns, and max active entries
Performance-focused: overlap-based detection, cleanup timers, budget warnings
Debug tools: logging, optional respawn spheres, detailed stats
100% framework-independent – integrates with any RPG, survival, or crafting system
🛠️ Easy Setup
Add the included components (UniversalFoliageSwapComponent + FoliageRespawnComponent) to your player character.
Fill out the provided Data Table mapping meshes → harvestable actors.
Play — your foliage and meshes now convert to your harvestables, then restore automatically.
⚠️ Note: If using hand-placed static meshes, set their Mobility to Movable to allow swapping.
✅ Why This System?
Lightweight & universal – not tied to any inventory or crafting system
Drop-in solution for RPGs, survival games, and sandbox worlds
Handles the boring, error-prone logic so you can focus on game design
Fully commented source included
📦 Included
Source code (C++) with full comments
Data Table row structure (FoliageSwapRow)
Example setup for testing
In-editor documentation
This is the last foliage harvesting solution you’ll ever need – flexible, optimized, and designed to integrate seamlessly into any project
[Documentation] (https://docs.google.com/document/d/1PZ8jun1ZqMyfmT6i4p0HRsQauGvEG657rIBz4xsILm0/edit?usp=sharing)
[Showcase] (https://youtu.be/NgeCrnNmAJc?si=rwUqcjeutL8HGEnZ)
[Discord] (https://discord.gg/K2F5RszZ)