👆
Nice Interaction System
  • 👋Welcome - Nice Interaction System Documentation
  • 🔌Integration in your project
  • 🎥Video Tutorials - Overview
  • ☑️Enable/Disable Interaction System
  • 🚪How to make any actor interactable
  • 🫥Add outline to your project and enable it in your map
  • 🌳How to make foliage interactable
  • Trace/Focus Methods
  • 👆Interaction Methods
  • Save & Load Game
  • ✊Pick up interactable (destroy it) actor/foliage
  • 📩Interaction Notify events for player (Event Dispatchers and Interface)
  • 🌲Foliage PCG instances
  • 🪵Foliage Destruction effect
  • 🌱Foliage Respawning
  • 🌳Foliage Collision after interaction
  • 🫂Replicated multiplayer interaction
  • 📪Redirected interaction
  • 🥡Interactables in interactable (example Dressers)
  • 🧸Random interactable spawning
  • 🔝Top Down Mode
  • 📜Trace/Focus Interactable ID whitelist
  • ❌Deny Interactions
  • 🧲Auto Interact (auto pick up)
  • 🔊Play Sounds on damaging and destruction
  • ⛏️Custom specific conditions to interact
  • ⌨️Change interaction key [E]
  • 💠Add new interaction widget styles
  • ✈️Seamless Server Travel
  • On switching/possessing pawn/character
  • 🐞Bug Fixes
Powered by GitBook
On this page

Foliage Collision after interaction

This is only relevant for hit points based interactable foliage and if this foliage type has collision. By default if you damage an interactable foliage instance it converts the foliage instance into an actor and the mesh has no collision (even if the foliage instance had collision before). If you want that this actor has a collision you can open BP_FoliageToInteractableActor and go to the function Set Up Actor Based on Interaction ID. Here you can add the Interactable ID that you also added to the datatable for this foliage type to the Switch on Name node and trigger a Set Collision node as you can see already with the examples that are implemented in this function.

PreviousFoliage RespawningNextReplicated multiplayer interaction
🌳