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).
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