Unreal Engine - Interactive Foliage System with Individual Instance Logic

This is an interactive Foliage System with Individual Instance Logic made in Unreal Engine for the game "Eutierria" simulating triggered growth of individual instanced static mesh foliages.

Client

Inhouse Production

Services

Shader, Code

Team Size

Solo

Platforms

PC, Steamdeck

Genre

Stylized

Eutierria

I am currently developing my indie game "Eutierria". Eutierria is a stylized 3D Platformer about a little creature that is regrowing the environment by moving, exploring and absorbing Miasma to eventually recover more areas.

Requirements

The goal is to create an interactive, performant system to simulate said growth while also being visually appealing, expandable and easy-to-use.

Progress

When I first started out I used the foliage tool that comes with Unreal Engine. The problem was that instanced foliage meshes are drawn as one call, meaning that every change that happens to one single mesh will be effecting all other meshes as well: implementing the growth was one thing but making it happen only to individual meshes was another. Using actual actors (blueprints with meshes and collision boxes) would totally exceeded the performance but would work on individual plants. In the end I settled on a mix of both.
Since my game is still work-in-progress the following footage will show placeholder textures and meshes.

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Portfolio

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