Destructible Trees & Rocks in Unreal Engine

This is a guide on how to have destructible foliage such as in games like Valheim, and Rust. It’s developed with Replication and Multiplayer in mind, and works without spawning any new actors, all handled in InstancedStaticMesh Components and a GameState component. I started with looking at World Partition and PCG to manage this, dividing the world into cells and tracking resource state per cell. While I do use World Partition in my project, I realized this system doesn’t actually need it. Instanced Static Meshes already come with built-in culling and visibility, and layering cell-based state management on top would only add complexity without real performance gains. ...

September 8, 2025 · 9 min

Modular Inventory System in Unreal Engine

This is an exhaustive breakdown of the inventory system I built for Mythic, an open-world survival game where players can explore, build, hunt, survive, and more. This system is the backbone of item handling in the game, covering everything from crafting and equipping to multiplayer replication and in-world interactions. Part 1: Core Itemization Concepts 1. Introduction to the Itemization System The goal of this itemization system is to allow for a vast array of loot with varied behaviors and stats, without creating a tangled mess of code. I achieve this through a few key elements: ...