UE4 - Choppable and Interactive Trees (Axe based) (Replicated)

Опубликовано: 02 Май 2026
на канале: Games By Hyper
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Preview of projectile based chopping:    • UE4 - Choppable and Interactive Trees (Pro...  

You probably need a very easy to use auto-landscape material for your environment: https://www.unrealengine.com/marketpl...

Each Tree should consist of: Top, Middle, and a Trunk wherein the middle part is a destructible mesh. Configure up to 8 destructible meshes in the middle for splitting effect.

Each tree is fully configurable. Based on hits on the middle part of the tree, the tree will be chopped down. To simply test: Use the projectile from the First Person Template.

To configure a tree: Simply create a child blueprint of the BP_TreeCutting_Master.

Here you are able to configure:

· Duration before logs are spawning after the tree cutting threshold is met
· Life: How many hits does the tree require to be chopped down?
· Delete after time fallen: How many seconds does the actor (All parts, e.g. trunk, scene components and any other actor information) needs to be alive after the tee is cut? Note: The fallen logs will remain because they are spawned as separate actors.
· Destroy actor after inactivity: How many seconds does the tree needs to be alive after the tree is touched? This is necessary due to performance and cleanup purposes.
· Log to spawn: Define your own log with own variables.
· Falling tree sound: Which sound to use when the tree is falling
· The meshes for the trees. Top, middle (Destructible mesh) Trunk and the Original tree.

After the tree is chopped, a log is spawned. This log is a blueprint so you are able to configure it for your inventory system.