Building System
The Building System provides character-driven placement, modular snapping, placeable objects, radial-menu selection, ghost construction, direct placement, repair, upgrading, destruction, locks, spline-based defense...
Documentation category
This category is for the hands-on survival loop: building, mining, chopping trees, farming, fishing, swimming, burying storage, skinning, harvesting, and turning the world into something the player can use. These systems are where the map stops being background and starts becoming a gameplay surface.
Related setup: Prepare Landscape for Building System, Set Up Water Volume Swimming.
The Building System provides character-driven placement, modular snapping, placeable objects, radial-menu selection, ghost construction, direct placement, repair, upgrading, destruction, locks, spline-based defense...
The Mineable Rocks system provides two rock-harvesting workflows: stable staged static-mesh rocks and more dramatic Chaos-based rocks. For shared setup guidance, see...
The Tree Cutting system includes two choppable tree workflows: a predictable material-offset workflow for static meshes and a more advanced Chaos-based workflow...
The Farming System is a data-table-driven crop system for growth stages, harvest types, regrowth, crop quality, decay, requirements, seasons, sickness state, sprinklers,...
The Fishing System supports two fishing styles: rod fishing with bobbers, wait timing, data-table fish selection, and a minigame; and spear fishing...
The Swimming System adds swimming, diving, and breathing behavior. It adjusts movement while swimming, uses a swimming Animation Blueprint, and detects underwater...
This document covers AC_Buriable_Storage and the owner/tool integration points that make a world storage actor buryable and recoverable. For shared setup guidance,...
A practical setup and customization guide for Hyper’s component-based skinning workflow. This document focuses on how to place the system into a...