Data-Driven Foliage
Foliage interaction is configured through:
UEDInteractionSettings::InteractableFoliage
Each array entry is a FEDFoliageInteractionData describing one UStaticMesh type.
Key fields
CorrespondingStaticMesh
The mesh used by the instanced component. This is the key used to find the configuration at runtime.
InteractableTag
The tag used for filtering, priority, and events.
Focusing (FEDFoliageFocusInfo)
Controls:
- Trace method policy
- Max distance to the player
- Look-at percentage threshold
- Optional center offset (relative to instance transform)
Interacting (FEDInteractionInfo)
Controls:
- Interaction method
- Duration / hit points / button mash parameters
- Cooldowns
- Destruction and sound behavior
WidgetUIInfo (FEDWidgetInfo)
Controls what the interaction widget shows for this mesh type.
Outline (FEDOutlineInfo)
Controls whether outline is shown and which stencil index to use.
Respawn (FEDFoliageRespawnInfo)
Controls whether removed instances should respawn and how long it takes.
HitPoints foliage
When a foliage entry is configured as HitPoints, the system can replace an instance with a spawned actor (AEDFoliageToInteractableActor) to allow damage application and per-instance behavior.