Aside from player anims, what’s the best method for cutting down a tree? If you have ever played “The Forest” bad company 1 or 2, or even a lot of new games with destructible trees, you’d know they have a very nicely set up way to cut down trees. There’s a lot going on, but I’d like to replicate it the best I can in UE4.
The tree would have to look like a normal tree. As in wind effects, blowing around, etc. However, here’s the part that gets me. When a tree is cut, (not cut down yet) how would you show that it’s got a cut in it? Or a chunk taken out of it? How would you handle a setup where the tree is getting more cut up, and a deeper chunk is being removed from the tree before it actually gets cut down?
Then, after the tree is on it’s final cut, and actually gets to the part where it’s falling down, what’s a good way to handle that? Would you spawn a tree chunk where the tree got cut? I’m all kinds of confused about all of the little details that would be involved with this.
I want it to look fluid, and nice. I don’t want it to look like the tree I just cut down got deleted, and another tree suddenly appears falling down to the ground. Would you actually have to animate the entire tree from start to finish?
If I have to place very single tree because it’s a blueprint, that’s fine by me. I just want it to look nice, but i’m a little stumped at the right way to go about it. The only real “suggestion” I found is apex destruction.
I obviously found this topic https://forums.unrealengine.com/showthread.php?90039-Dynamic-Tree-Cutting-Similar-to-The-Forest
but i’m still left without some answers. and it doesn’t seem to be the best approach to it, and I didn’t want to revive such a dead thread.
Edit: aha! This guy managed to do it nicely, but it has no leaves/branches on it, so it’s hard to tell if the tree would “ragdoll” after it got cut or not.