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Getting Started with the Mineable Rocks

  • Migration of the Mineable Rocks
  • Integration of the Mineable Rocks

Fundamentals of the Mineable Rocks

  • Architecture of the Mineable Rocks
  • Core Principles of the Mineable Rocks

Common Use Cases for the Mineable Rocks

  • Adding a new Staged Rock
  • Adding a new Chaos-Based Rock

Misc docs for the Mineable Rocks

  • Videos of the Mineable Rocks
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  • Core Principles of the Mineable Rocks

Core Principles of the Mineable Rocks

1 min read

Mineable Rocks #

Two types of rocks are included. You can choose which one to use:

  • Staged rocks based on a static mesh. Select your mesh in the configurable, and it will work! It has fewer visual effects but is predictable and stable.
  • Chaos-based rocks. They look amazing but need some work to configure. They are less predictable and stable.

Both rocks derive from the same parent class, responsible for respawning the rock when enabled. This logic is shared with trees, necessitating a common parent class. For performance reasons, a supermaster class is created to spawn the actual staged or chaos-based rock when hit by the correct equipment.

Material Based #

Damage to the rock is handled as follows:

  • Check the source. The source must be equipment, and the accepted equipment type should be true.

  • Change the durability based on the damage inflicted by the equipment.

  • Check if enough damage has been applied to proceed to the next stage.

  • If the last stage is destroyed, spawn the selected ores inside the actor.

Chaos #

The logic for checking the equipment is the same as for material-based rocks. When a rock is hit, a Chaos WeaponImpact blueprint is spawned, which destroys the required segment for chaos rocks.

When the rock breaks, all components for chaos rocks are destroyed.

Actor Foliage #

Use the actor foliage to spawn rocks in the world via the foliage tool or a procedural foliage volume.

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Table of Contents
  • Mineable Rocks
  • Material Based
  • Chaos
  • Actor Foliage
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