rdInst Tutorial 39 – Chopping down PCG volume Trees

This tutorial goes through each step needed to spawn a PCG volume with random trees (no collision on the trees for fast spawning) – then bake the data from that in realtime for use with rdInst.

We’ll create a Tree Actor that gets chopped when the FirstPerson character shoots it – the tree falls when chopped a specific amount of times.

The Tree Actor tells the rdProxy when it’s been chopped down, instructing it to use the “Destroyed” mesh at the fallen rotation. This then gets used when the Actor is out of distance.

The Tree meshes used for the PCG volume have an area on the trunk that is controlled by a per-instance custom data value – they draw the area in a light brown and introduce some normal bending – the number of times the tree has been chopped is stored in a SaveState and the instance custom value is set – all trees retain their chop state.

Step 1. Create a new project based on the FirstPerson Template

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