
描述
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.
🔔 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.
✔ Per-Instance Tracking
Each foliage instance has its own regrow state, timer, and behavior — whether placed via HISM, ISM, SMC, or PCG.
✔ 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.
✔ Actor Pooling for Maximum Performance
UFSS reuses your harvest actors to eliminate spawn spikes, GC stalls, and replication overhead.
✔ 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.
✔ 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.
✔ World Partition Stability
Regrow timers pause on cell unload and resume on load.
UFSS prevents double spawns, missing foliage, and streaming-related inconsistencies.
✔ 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
🧱 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