procedural mesh

Hello, I’m making a game about woodworking and I tried to make a game about logging and made some primitive trees that I can cut/chip. I did some basic logic like, make a trace by channel to get the hit position, at that position spawn an actor so I get an actor plane and a normal so I can cut, but it doesn’t really work, so if you have any ideas on how to make it functional and similar to Lumber Tycoon 2 (I haven’t found anything similar to what I want to do).

ps: sorry for my English

Like Lumber Tycoon 2, You can when you can do a Break on Hit and Every time it hits, you can set visible a black chuck like in the game until its a cross the full base of the tree and soon as it reaches the other side Destroy actor and the have a another tree spawn and add physics for it to fall over

Well, I’m going to try something like that, but if I know correctly, I’ll need a scale for it or by name from the structure, because it’s a procedural mesh, so if I create a different type of tree than I have now, and it’s going to be bigger like a sequoia, it’ll have a bigger diameter so I can cast a chuck wherever I cast the trace, it’ll spawn an “hpbar” that will split the mesh like in lumber tycoon. If im wrong you can correct me

You could just when you hit the Tree is spawns a BP Actor with Logs

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