
Beschreibung
Turn any static tree mesh into a fully choppable, physics-driven harvesting object — chop it down, watch it topple naturally under gravity, then split the fallen trunk into carryable logs that hand wood off to your inventory system. Built to work equally well for a classic FPS/TPS weapon and a hand-held VR tool.
KEY FEATURES
Full harvest pipeline: Standing Tree → Fallen Trunk → Logs, each stage with its own HP, VFX hooks, and drop-in Blueprint class to extend.
Physics-based felling: trees topple under a torque impulse and gravity (no "flying tree" launches), replicated so every client sees the same fall and can chop where the trunk actually settled.
Dynamic log spawning: log count, size, and taper are derived from trunk length/radius, so a new tree species is just two numbers — no per-species log meshes to hand-place.
Auto-measured sizing: logs measure their own mesh bounds and auto-detect their long axis, with manual override checkboxes for irregular meshes.
VR-ready hit detection: three interchangeable approaches for a tool that's kinematically held (not simulating physics) — a simple overlap volume, a per-tick swept-box detector, or a full physics-grab component that gives the tool genuine physical collision against the world.
Interface-driven, zero hard dependencies: IChopToolInterface lets ANY weapon/tool identify itself as a valid chopping tool (component, direct interface, or a simple Actor Tag - your pick); IWoodContainerInterface lets ANY inventory system receive wood, with a drop-in component and built-in stockpile if you don't have one yet.
Multiplayer-ready: replicated HP, felling torque, and settle transforms keep server and clients in agreement about where every log actually is.
Niagara VFX hooks on every chop/break/split event.
Full C++ source included, heavily commented.
Compatible with Unreal Engine 5.4 through 5.8.
* 5.4 Demo Project

