Description
Documentation | Discord | Overview | Video | Update Small Tree to Twig | |Tutorial how to add own tree | Demo
Hyper Choppable Trees v4
Make the forest part of your survival loop. Hyper Choppable Trees lets players cut trees, collect configurable resource drops and return after trees respawn. Choose between a predictable static-mesh workflow and more dramatic Chaos destruction.
Key Features
Two chopping workflows
- Material-offset trees: use a static mesh with the offset material function. This workflow is easier to configure and gives more predictable results.
- Chaos-based trees: use top, middle and trunk sections with a destructible middle for physical destruction. This workflow needs more setup and tuning.
Resources and world placement
- Log drops: configure the logs spawned when a tree falls.
- Respawning: bring harvested trees back into the world.
- Four included trees: start from the four included trees and replace their meshes or configuration.
- Foliage and PCG: place actor foliage with the foliage tool or spawn tree actors through PCG.
Using your own trees
For the material-offset workflow, choose your mesh, enable CPU access, configure collision and add the offset function to the trunk material. The documentation covers material indices and common mesh setup issues. For Chaos trees, configure the geometry collection and tune the mass threshold for your engine version.
Use the tree tutorial above to adapt a tree from your own environment.
Related resources
MST Pro | Explore all compatible Hyper systems | try the MST Pro demo | official store
63 reviews for Choppable Trees
You must be logged in to post a review.
Frequently asked questions
Why Hyper?
The strongest public modular Unreal Engine framework available at this scale
Most studios keep tools like this internal. Hyper makes a serious technical foundation available to solo developers, indies, and teams.
Built from 75,000+ hours of Unreal Engine work
System design, Blueprint architecture, multiplayer patterns, documentation, testing, integration, iteration, and real production problem-solving.
Systems designed to work together
Inventory, crafting, equipment, interaction, UI, combat, attributes, multiplayer, AI, quests, dialogue, maps, progression, survival systems, environment tools, performance helpers, and more can all live inside one larger ecosystem.
Working systems with source
Hyper gives you functional systems, a modular structure and documentation, with source you can extend for your own game.
Architecture you can extend
Hyper is built around scalable architecture: gameplay tags, structured data, child Blueprints, clean overrides, reusable components, and clear project boundaries.
Start fast, grow cleanly
Build on the included systems, replace visuals, adjust data, create child Blueprints and connect features without rebuilding the same foundation from scratch.
Want to learn more about the Hyper ecosystem, architecture philosophy, workflows, and developer behind it? Read more here and get started (https://gamesbyhyper.com/docs/getting-started/start-here/).
How do I add this to my project?
This module is provided as a full project because it includes Gameplay Tags, collision settings, config settings and other project-level dependencies.
Use our free Integration Tool (https://gamesbyhyper.com/product/integration-tool/) to prepare the integration. It combines compatible Hyper projects and handles migration and the required project settings. Use matching Unreal Engine versions and compatible Hyper releases.
Your own character, GameMode or custom systems may still need to be connected. The Integration Tool walkthrough (https://gamesbyhyper.com/docs/getting-started/use-the-automatic-integration-tool/) explains the setup and what to check in the generated project.
Do I need to use other Hyper systems with this?
No. You can use your own systems.
Hyper modules are designed around interfaces, abstract classes, shared contracts and dynamic dispatch, so features are not tied to one specific implementation.
If a module demonstrates integration with our Inventory, Equipment, Interaction, Movement, NPC or another Hyper system, you can:
Use the included Hyper implementation.
Replace it with your own system.
Use our implementation as a reference for your own integration.
The supplied integration shows how the module connects to the rest of a game. You can connect your own implementation through the same interface, abstract class or integration point.
For example, Attribute Manager may demonstrate Equipment modifying attributes. That does not mean you must purchase our Equipment System. You can follow the same integration pattern with your own equipment system.
The module includes working gameplay and its integration points. Build on the supplied setup or connect your own systems where you want different behavior.
See how to adapt a module (https://gamesbyhyper.com/docs/getting-started/customize-modules/) and how the shared data and abstract classes work (https://gamesbyhyper.com/docs/project-foundations/datamanagement/).
Where should I put my own changes?
Keep your own Blueprints, UI and data in your project's folder, for example Content/MyProject. Use child Blueprints or replacement components for your custom logic where possible.
That keeps your changes separate when you update Hyper. If you edit the original framework files directly, you will need to merge those edits when updating. The folder structure guide (https://gamesbyhyper.com/docs/project-foundations/folder-structure/) explains where everything belongs.
Can I choose a predictable alternative to Chaos destruction?
Yes. The static-mesh approach is simpler to configure and more predictable. A Chaos-based approach is also included if you want that destruction style and are prepared to configure it.
Can I configure logs and regrowth?
Yes. You can configure the logs that spawn and the tree's respawn behavior.
Compatibility and file information
- Development platforms
- Linux, Windows, macOS
- Tested platforms
- Windows
Versions and compatibility
| Version | Release | Unreal Engine |
|---|---|---|
| V2V2 UE5.3, 5.4. Release: V2. | V2 | 5.3, 5.4 |
| V3V3 UE5.5, 5.6. Release: V3. | V3 | 5.5, 5.6 |
| V4V4 UE5.7, 5.8. Release: V4. | V4 | 5.7, 5.8 |
Implementation and interaction
- Modular / extensible
- Yes
- Multiplayer ready
- Yes
- UI components
- Yes
- Input methods
- Gamepad, Keyboard, Mouse
- AI gameplay features
- No
System setup
- Implementations: static-mesh material offset and Chaos destruction.
- Static-mesh setup: CPU access, suitable collision, trunk material index and MF_OffsetMask.
- Chaos setup: top/middle/trunk sections, geometry collection and mass threshold configuration.
- Included trees: four tree configurations with log drops and respawn logic.
Compatibility
- Networking: replicated multiplayer support.
- Platform testing: Windows tested.
- Plugins: Common UI.
Release notes | Documentation | YouTube | Discord
Documentation, videos and Discord are public. Verified buyers can use the support forums.
CesarrSeppi –
Review from FabI’m updating my original review because I finally managed to get Hyper Choppable Trees v4 working in my own Unreal Engine project! After a lot of testing and troubleshooting, I can now chop down both material-based trees and Chaos trees, and the system works as intended. The main problems were missing Gameplay Tags, incorrectly configured Collision Channels, and the collision settings on the Chaos trees. For the Chaos trees I tested, setting the Trunk_Mesh collision Object Type to “Damageable” was especially important. I also want to thank the developer and the Discord community for their support. However, I still believe that integrating this system into an existing project is too complicated for beginners. A detailed step-by-step video tutorial showing the complete migration and setup process would make a huge difference. The system itself is impressive and works well once everything is configured correctly. I’m happy that I finally got it working!
pridge7 –
Review from FabTree chopping feels satisfying and the resource drops are simple to configure.
Xx-JayCook-xX –
Review from FabIt’s super simple to set up your own trees and the video and documentation tells you exactly how to do that. Although I did misclick something by mistake and my trees went invisible, but the support channel helped me within about 30 seconds – They knew exactly what mistake I made without even seeing it (It wasn’t part of the integration, it was me messing about with settings etc). I actually have a really cool world set up now, using PCG to put all the trees down with their mesh to actor swap system. So I have a playable vertical slice. Woop woop
MrIllDuckYouUp –
Review from FabQuickly accelerates your workflow into making choppable trees. You can use it right out of the box, but if you put some effort into adjusting some parameters etc, it will make it even better suited for your custom trees. Chaos chopping is also included
Cursedsniper556 –
Review from Fabextremly smooth animations and extramly easy to use and has one of the best supports and community
K1W1_LEGEND –
Review from FabIf you need choppable trees this is definitely an asset to consider.
Kildrake –
Review from FabThis asset has saved me a ton of time for my project. I look forward to seeing what else they put out!
Becca KW –
Review from FabThis is an excellent asset for learning UE5. It is not easy to use as a brand new user, which I was, but it helped jump start my learning process and motivated me to keep trying. I could chop the example trees whenever I became frustrated! After months of using this asset (and others), it is a staple in my game development and has even inspired me to create non traditional uses for the blueprints.