I’m pretty green with UE as I focussed first on asset creation. But slowly I’m getting to the point where I can take what I made into engine and do something with it.
My goal is to have spruce trees with interactive snow slabs/clumps on the fronds. To get a point to start from, I bought the DynoFoliage asset from the marketplace, which replaces instanced foliage into BP with rigged skeletal mesh components, when the player is near, and reverts this when the player moves away.
My idea how to enhance this system now, is to have individual static meshes for each slab. As soon a frond moves, it’s collision overlaps with the slab collision, the slab gets destroyed, and a partice system spawned. This way I could make them shootable and being-walk-in-able. (Like in RDR2)
I’d then have a “RiggedTree_BP” which would have all the single slabs and the tree as components. So far so good. But I suppose I can’t then just replace this rigged tree with an instance. I’d have to provide as many instance options as there are possible ways for the slabs to get removed in order to be able switch to an instance that resembles the state of the dynamic BP tree. But that would end in so many possible instances that wouldn’t likely get used in a meaningful manner as instances anyway, that it’d be easiert to just replace the skeletal mesh in the BP with a static mesh, and only then replacing that with a fresh instance when a max count of static tree meshes or a certain distance have been reached.
So the flow of events would be: Player gets close>Instance is replaced by BP with skeletal mesh>BP reacts on collision interaction with player by moving fronds and detroying snow slabs>Player moves away>BP stays but replaces skeletal with static mesh>max. count or distance is reached>BP get switched back to initial instance
I hope someone can help me correcting my logic or verify it so I know where to start. So far this is just how I would imagine to do things, but I have no clue if I’m right or not.