
Descrizione
Updated discord link no expiration new setup video revised docs large update.
version 2.1 update video and setup :https://youtu.be/y2C1gKgvyLQ?si=UZKQOArH6-wJHyhL
Update Video https://youtu.be/ZZhmkZ0LrZI?si=1wO7HVYaYvbg_BPI
Roadmap: https://trello.com/b/cFeQoja3/universal-mesh-swap
Website: https://darksaintgames.com/
🌿 Universal Foliage Swap System (UFSS)AAA-Quality Harvesting, Swapping & Regrowth for Unreal Engine 5.6–5.7
UFSS is a high-performance foliage interaction framework built for modern survival, RPG, crafting, and open-world games.
Powered by a zero-tick, server-authoritative C++ core, UFSS delivers instant foliage → actor swapping, timed or animated regrowth, actor pooling, full World Partition support, and native compatibility with Epic’s PCG system — all with precise per-instance tracking and predictable behavior at scale.
UFSS is logic-only. You bring your harvest actors, animations, tools, and loot logic.
UFSS handles everything else with AAA reliability.
⚠️ You Control the Harvest — UFSS Handles the Systems
UFSS does not include harvest actors. Plug in your own Blueprint or C++ classes for:
Trees, rocks, ores
Mushrooms, herbs, bushes
Crafting resources & gathering nodes
Quest harvestables and procedural resources
UFSS guarantees correct spawning, pooling, resetting, and regrowth every time.
đź”” Essential Requirement
Your harvest actor must signal completion by destroying itself or firing a completion event.
Supported:
BP: Event Destroyed
C++: Destroyed() override
**Custom event → Destroy()`
UFSS never destroys your actors for you — it only reacts when your logic says the harvest is finished.
🔥 Core Features✔ Zero-Tick, Event-Driven Architecture
No tick anywhere. Reliable performance even with tens of thousands of foliage instances.
âś” Per-Instance Tracking
Each foliage instance has its own regrow state, timer, and behavior — whether placed via HISM, ISM, SMC, or PCG.
âś” Server-Authoritative Multiplayer
The server controls harvesting, pooling, regrowth, and state transitions.
Clients receive lightweight multicast visuals only.
No desync. No double harvesting. No ghost foliage.
âś” Actor Pooling for Maximum Performance
UFSS reuses your harvest actors to eliminate spawn spikes, GC stalls, and replication overhead.
âś” Instant Reset When Not Harvested
If the actor isn’t destroyed (player walks away), UFSS instantly restores the foliage and returns the actor to the pool — no messy leftovers.
âś” Animated or Instant Regrowth
Supports curve-driven scaling, distance-safe respawn, random regrow windows, or instant restore.
All configured per-mesh in a clean DataTable workflow.
âś” World Partition Stability
Regrow timers pause on cell unload and resume on load.
UFSS prevents double spawns, missing foliage, and streaming-related inconsistencies.
âś” Native PCG Support
Seamless detection, swapping, and regrowth of PCG-generated foliage in UE 5.6–5.7.
🎮 Perfect For
UFSS is ideal for:
Survival & crafting systems
Open-world exploration
Farming loops & resource respawn
Procedural/PCG-driven environments
Multiplayer harvesting
Large persistent worlds
📦 What’s Included
Full C++ source
Blueprint-ready components
DataTable–driven configuration
Multiplayer-safe example logic
Debug tools and documentation
đź§± Requirements
Unreal Engine 5.6 or 5.7
At least one custom harvest actor
Harvest actor must fire an OnDestroyed-style completion event
Upcoming Feature:
Procedural mesh spawner natively integrated into the system. supporting biomes and many more settings
Note: the next update there will most likely be a price increase not a large amount but a little increase will take comments in Discord.
[Documentation] https://darksaintgames.com/documentations/swapcore_documentation
Discord: https://discord.gg/hZg7u6c9dV