How to Interact with Foliage in Unreal Engine 5 - Chop Down Trees

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  • เผยแพร่เมื่อ 13 ธ.ค. 2022
  • Hello guys, in this quick and simple tutorial we are going to learn how to interact with Foliage actors, like chop down trees, destroy foliage, etc in Unreal Engine 5
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ความคิดเห็น • 76

  • @BuckHunter600
    @BuckHunter600 ปีที่แล้ว +8

    I can’t thank you enough for everything you’re doing for us developers who are trying to learn. You’ve personally helped me understand so much about ue5 and I hope that you get the 20 million subs you deserve!

    • @GorkaGames
      @GorkaGames  ปีที่แล้ว +2

      Thank you so much man! I really appreciate it! I`m glad that my tutorials are helping you out and good luck on your UE journey!!

  • @fuzzyhenry2048
    @fuzzyhenry2048 3 หลายเดือนก่อน

    Thank you. I've seen a lot of tutorials telling me to swap them with normal BPs when the player's around. The customized FoliageInstancedStaticMeshComponent is much easier and handy.

  • @ArmadaWixxi
    @ArmadaWixxi 3 หลายเดือนก่อน

    You have a brilliant little tutorial channel my friend. Keep up the excellent work! Subbed.

  • @AresWorlds
    @AresWorlds ปีที่แล้ว +1

    Your tutorials always bests on youtube

    • @GorkaGames
      @GorkaGames  ปีที่แล้ว +1

      thank you man, I really appreciate it!!

  • @BenTheDev
    @BenTheDev ปีที่แล้ว +1

    Great video, works great!

    • @GorkaGames
      @GorkaGames  ปีที่แล้ว

      thanks! i`m gald it helped!

  • @musictea7394
    @musictea7394 ปีที่แล้ว +2

    thanks for the tutorial

    • @GorkaGames
      @GorkaGames  ปีที่แล้ว

      thank you for watching!

  • @devilsplague6666
    @devilsplague6666 ปีที่แล้ว +1

    Fantastic bud thanks

  • @n1lknarf
    @n1lknarf 8 หลายเดือนก่อน

    Thanks, didn't know it was that easy. Can you get the mesh data from the foliage component?

  • @Furiac.
    @Furiac. ปีที่แล้ว +2

    i just found this channel and i can already tell this is the best ue5 tutorial channel. so clear and logical with explanations. thank you

    • @GorkaGames
      @GorkaGames  ปีที่แล้ว

      thank you so much!! I really appreciate it! I`m always trying to make the best UE tutorials!!

  • @boundlessunrealengine9467
    @boundlessunrealengine9467 ปีที่แล้ว +1

    Thanks!

    • @GorkaGames
      @GorkaGames  ปีที่แล้ว

      thank you for watching!!

  • @tbernard1923
    @tbernard1923 ปีที่แล้ว

    Is there anyway to grab some information from the instance being deleted? I want to know if it's a Rock or a Tree so I could perhaps spawn stone for the rock or spawn some wood if it's a tree.

  • @eligijuspranskunas3509
    @eligijuspranskunas3509 ปีที่แล้ว +1

    Brilliant!

  • @korros1
    @korros1 3 วันที่ผ่านมา

    I now it's a bit late but is there a function to respawn the foliage at the same place?

  • @MuttonheadsOfficial
    @MuttonheadsOfficial ปีที่แล้ว +1

    Thank you for the tutorial, but I have an optimization question, the "remove instance" function seems quite cpu-intensive, in my case, I did a mower simulation, removing grass (and therefore a lot of instances) gives me a big frame drop (like 10 fps). Any tips?

    • @ilarinikkarikoski4765
      @ilarinikkarikoski4765 7 วันที่ผ่านมา

      This would be the mass spam of casting again, and again.
      For something like that, I would personally create a logic that uses one single cast to remove multiple grass elements. Also, the individual grass asset and their level of detail and settings, should be downgraded as much as possible without losing art direction.

  • @mauromarquet701
    @mauromarquet701 6 หลายเดือนก่อน

    Great video! How do I make an instanced foliage produce sound when I pass over it? I want the bushes to make noise as I walk through them. Thanks!

    • @NinjaSonar
      @NinjaSonar 6 หลายเดือนก่อน +1

      This is actually somewhat easy. Look up physical materials for unreal engine. Thats what youre looking for i think.

  • @SS-gu2tx
    @SS-gu2tx หลายเดือนก่อน

    How would you handle respawning?

  • @dakotayocom7764
    @dakotayocom7764 ปีที่แล้ว +1

    Would it be good to create an interface in place of the casting? I have never asked that question before which is funny but I am wondering if attaching an interface to every spawned piece of foliage would cause more harm than good. Is this one of the rare occasions were casting goes into final development?

    • @n1lknarf
      @n1lknarf 8 หลายเดือนก่อน

      Casting is not as bad as most tutorials make it sound. Once you cast the data is loaded into memory once, and after that every cast is just pulling from memory rather than loading into memory. If you're casting to different blueprints or components constantly it's bad cuz they're different, but if you're casting to engine default bps or components then it's free after the first cast.
      If you want to avoid potential hitches on the first cast just cast during your loading screen, but it really isn't that serious.
      Also keep in mind you're saving a lot using instances so 1 cast is not that bad.

  • @TG2mil
    @TG2mil ปีที่แล้ว +1

    Gorka can you pls make a tutorial for example when you pick up something the attack animation changes

    • @GorkaGames
      @GorkaGames  ปีที่แล้ว

      yeah, you mean like changing the characters behaviour animation state

    • @TG2mil
      @TG2mil ปีที่แล้ว

      @@GorkaGames yeah

  • @marblemaster9965
    @marblemaster9965 11 หลายเดือนก่อน +2

    Is there any way to only make that effect one type of foliage? Like if I have trees, grass, and rocks but I only want to remove trees?

    • @DATBOYCONROY
      @DATBOYCONROY 2 หลายเดือนก่อน

      i had this concern as well

  • @victorlastra5254
    @victorlastra5254 ปีที่แล้ว

    Thanks for the video! How can i add individual health to the trees? using the child class of foliageinstancedstaticmeshcomponent for all the trees makes that everyone share the same health

    • @devcorpseinteractive7490
      @devcorpseinteractive7490 ปีที่แล้ว

      The is no health system on the tree he is simply destroying actor with a key input but if your curious on health system I think matt aspland has a good universal tutorial that can help you

    • @hadrienrobin415
      @hadrienrobin415 ปีที่แล้ว

      @@devcorpseinteractive7490 Got the same problem. I would like to "break" the trees in a couple of hits. The only solution would be to create a blueprint fo the tree and add it manually on all the map ?

  • @lukemccann95
    @lukemccann95 ปีที่แล้ว +2

    Can you please give an example of how to give each tree its own health? I set a variable inside the foliage instance bp for hp, but once that tree is "dead" i can just 1 hit the rest as if they are all sharing that same health variable. Cheers

    • @hadrienrobin415
      @hadrienrobin415 ปีที่แล้ว

      Got the same problem. I would like to add "durability" to each tree. But i'm not sure it's possible since they are not blueprints. The only solution is to create a blueprint and add it manually ?

    • @spencer6517
      @spencer6517 7 หลายเดือนก่อน

      same here

  • @AliBounds
    @AliBounds ปีที่แล้ว +1

    Awesome video I almost missed hah

    • @GorkaGames
      @GorkaGames  ปีที่แล้ว +1

      haha thank you as always man!!

    • @AliBounds
      @AliBounds ปีที่แล้ว +1

      @@GorkaGames your welcome

  • @ewald3319
    @ewald3319 ปีที่แล้ว

    Very helpful. I just have one little problem. Maybe I missed something, but everything is the same as in your video. After removing the instance, the collision for that instance is still there, and you have to walk around the are where the tree was. It's almost like there is an empty place holder with collision on it. I tried disabling collision for the instance after and before removing the instance, but still no luck. Is there any way of removing the collision for that instance, so that we can walk where the tree was?

    • @panfull
      @panfull ปีที่แล้ว

      make sure to have the hit item connected to the remove instance. otherwise I'm not sure why that is happening. is your foliage item made of multiple parts?

    • @ewald3319
      @ewald3319 ปีที่แล้ว

      @@panfull I have the hit item connected to the remove instance node. The tree tree gets removed, but the collision is still there. The trees I am using are the trees found on the market place. I think it is something like European Trees or something like that.

  • @smarttisan8206
    @smarttisan8206 4 หลายเดือนก่อน

    cannot work on 5.0 version,cause the trace doesnot hit ,but works on 5.3,why?

  • @Fanofelement92
    @Fanofelement92 ปีที่แล้ว +1

    Again plz apply to full sail. You're awesome 😎😎😎😎

    • @GorkaGames
      @GorkaGames  ปีที่แล้ว

      thank you man! 😄😄

    • @DigitalAlchemyst
      @DigitalAlchemyst ปีที่แล้ว

      @@GorkaGames this dude is a little beyond need of full sail, that school is a joke anyway. I enrolled a few years ago but quickly saw trash it was and withdrew and demanded a full cancelation of my tuition

    • @DigitalAlchemyst
      @DigitalAlchemyst ปีที่แล้ว +1

      that being said this method will most likely interfere with other functions or not work properly in a more fleshed out game environment, but its a good base to expand upon for deeper use pretty creative. I have not played with anything of this nature with foliage I am wondering if how he built it in this video if you had multiple types of foliage, 12 different trees 3 grass 8 bushes 9 rocks ect, if this would just be targeting the 1 type of tree or every kind of foliage in play, also it would probably be better long term to keep as much of the functionality out of the character blueprint so i liked the suggestion of creating the child of cast to foliage

    • @GorkaGames
      @GorkaGames  ปีที่แล้ว +1

      @@DigitalAlchemyst yeah, this tutorial just covers the core essentials of an foliage interaction. An advanced way would be to create a class which inherets from the FoliageStaticMeshComponent, and expand its functionality from there, as I mentioned nearly at the end. The you could use an interface, and then in the collision you would create a new channel specific for each foliage type, like trees, rocks, bushes, etc.

  • @87Bertha
    @87Bertha ปีที่แล้ว +2

    This is an awesome tutorial. As a beginner, slower the steps would be nice lol.

    • @GorkaGames
      @GorkaGames  ปีที่แล้ว

      thanks! yeah maybe I could explain everything more in detail

    • @87Bertha
      @87Bertha ปีที่แล้ว

      @@GorkaGames Actual details was perfect..just went through the steps really quick. lol. Still awesome tutorial tho! Thank you.

    • @maglucen
      @maglucen ปีที่แล้ว

      @@87Bertha Remember that you can always slow down the video, pause or rewind it 😉

  • @Dash-jd3kz
    @Dash-jd3kz ปีที่แล้ว

    why is the simulate physics option greyed out when Im trying to enable it, but it wont let me have the option at all?

  • @HAMUZ9
    @HAMUZ9 8 หลายเดือนก่อน

    How can I hide the point of impact beam?

  • @zachattack3763
    @zachattack3763 11 หลายเดือนก่อน

    very helpful and informative butttt, kinda wish you didnt rush at the end, im so lost with the health, and animations to actions part of this haha

  • @aaronmunoz3423
    @aaronmunoz3423 ปีที่แล้ว +1

    Brooo how did u do the hair like that oh shit bro ur like super good at this engine

    • @GorkaGames
      @GorkaGames  ปีที่แล้ว

      haha thank you man, I have a tutorial on how I did it! th-cam.com/video/ODkhcRvcaso/w-d-xo.html

  • @mmmmm1438
    @mmmmm1438 ปีที่แล้ว +1

    bro if i learn unreal engine and blender..and i need job how can i get job

    • @GorkaGames
      @GorkaGames  ปีที่แล้ว

      I recommend to search throug LinkedIn and Twitter, there will be very good offers there

  • @MxzStudio
    @MxzStudio 4 หลายเดือนก่อน

    Hello, can you make a video on how to replicate

  • @MatMilizia
    @MatMilizia 8 หลายเดือนก่อน +1

    While this technique technically works, it will absolutely murder your performance when it scales up to hundreds and thousands of instances. There are other videos online that illustrate this. If only video game development was this easy. I'm not trying to be negative, I'm just trying to help people not go down the wrong path when making a foliage harvesting system for actual games.

    • @florianbadier6867
      @florianbadier6867 7 หลายเดือนก่อน

      why murder perf ? could you explain please

  • @DrZou28
    @DrZou28 ปีที่แล้ว +1

    So for me this is a tutorial, how do I click the tree to make it disappear. From ChopDownTree, can be here no speech. XD

    • @GorkaGames
      @GorkaGames  ปีที่แล้ว

      Hey, what do oyu exactly mean?

    • @whyareless
      @whyareless ปีที่แล้ว +1

      @@GorkaGames I think he wonders how to remove the tree using mouse left click 👀

  • @muerrtee
    @muerrtee ปีที่แล้ว +1

    We are making a survival game +_+

    • @GorkaGames
      @GorkaGames  ปีที่แล้ว +1

      yeah man! 💪 this system is very powerful and expandable

  • @vasilebrescanprimarul9369
    @vasilebrescanprimarul9369 ปีที่แล้ว +1

    this has nothing to do with the title Chop Down Trees

    • @GorkaGames
      @GorkaGames  ปีที่แล้ว +1

      this is the suface of a tree chopping down system. After destrying the tree you can just spawn another tree with the model in the same position with "Simluate Physics" enabled and it would make the whole loop of chopping trees

    • @vasilebrescanprimarul9369
      @vasilebrescanprimarul9369 ปีที่แล้ว +1

      I mean chopping a tree would require an axe, some player animation, the tree falling down.
      That is more like a pick-up tree system where you just approaching the tree and make it disappear

    • @PraiseMore
      @PraiseMore ปีที่แล้ว

      @@vasilebrescanprimarul9369 he is literally showing us the start of a system that you could create lol. He shouldnt need to have an axe, animations to show us that this could work for a start of a system of Tree Cutting xD
      Gotta use your IMAGINATION

    • @RiverFox_YT
      @RiverFox_YT 9 หลายเดือนก่อน

      @@PraiseMore then why use a clickbait title when it clearly shows nothing to do with CHOPPING TREES? ive noticed this a lot with his videos. titles always say different than the content.