Seeing DistrictWave didn’t get an answer made me lose hope a bit in getting one myself :'D
I made a TreeBase actor and my trees receive damage until they are at 0 HP, then I active physics simulation and apply a force so it looks like they are falling (which does work pretty nicely). Problem is now that I tried using them as actor foliage, it has an immense hit on performance once I reach > 1,000 tree actors (which I was expecting, but I am lazy and just hoped for a better result).
Now foliage has some performance optimization, do you think it would be enough in this case? Even when expecting 3,000 trees or even more plus other foliage I might want to show?
If so, how would you suggest to deal with the logic? As I said, my tree actors receive damage and fall when they reach 0. I guess damage would not be a possibility anymore, but how would I implement having to hit it multiple times (other than simulating it via a repeating animation and replacing it with the actor once the animation is done).
Also if I wanted to let’s say make trees grow (either scaling them or even replacing the meshes) and make trees spawn next to other trees, how would go about that?
I also wrote an answerhub post, but I didn’t get any feedback as of now: Actor foliage performance - UE4 AnswerHub
Thanks and cheers!