İçeriğe atla
Universal Foliage and mesh Swap ilanı için 1. medya
0 yorum

Açıklama

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

İçerdiği biçimler