I am trying to get some dynamic foliage working, using a blueprint sub-classed from “UFoliageInstancedStaticMeshComponent”. Everything is working as expected, I can paint the foliage using my blueprint, I receive the “OnInstanceTakePointDamage” callback that I implemented in my blueprint, but I’m having a hard time with collisions.
Basically, I enable SimulatePhysics on the Foliage Actor when I hit it, the problem is that since it was not simulating physics before I hit it, it’s like hitting a wall, and then it moves. I need a way to “wake it up” before hitting it, but the problem with that is that I need to check for overlaps, but I can’t get the “OnInstanceTakePointDamage” to trigger when applying damage during an overlap event, so I can’t get the instance index of the Foliage Instance that I hit, which I need in order to wake it up or swap it with a destructible or skeletal mesh.
There is no documentation on using this feature, or examples anywhere. If anyone can shed some light on the subject, I would greatly appreciate it