Swap Core is a server-authoritative mesh-swap, harvest, and regrow framework. Drop it into any project to get proximity-based HISM/ISM/SMC/PCG foliage detection, a universal harvest damage pipeline compatible with native UE damage, GAS, or any custom system, and procedural biome spawning with seasonal support — all multiplayer-ready from day one.
ApplyDamage, ApplyPointDamage, ApplyRadialDamage), GAS Gameplay Effect Executions, or fully custom damage systems via direct notification.UHarvestSaveSubsystem. Save slot management, async save/load, and node restoration with configurable counts.ABiomeVolumeActor, assign a UBiomeDefinition data asset, press Play. Instances spawn procedurally based on density, slope, and noise rules — immediately harvestable.SetSeason() on UBiomeSeasonManager to trigger automatic biome clear and respawn with transition effects.| Mode | Use When |
|---|---|
| NativeAllDamage | Standard UE projects using any of the ApplyDamage variants |
| NativeAnyDamage | Projects using only UGameplayStatics::ApplyDamage |
| GAS | Call NotifyGASDamage() from your Gameplay Effect Execution class |
| Custom | Call NotifyHarvestDamageEvent() directly from any custom system |
| None | Scripted depletion only via ForceHarvest() — no automatic pipeline |
| Class / Asset | Purpose |
|---|---|
| AWCHarvestableActor | Base harvestable actor. Swap target — HISM/ISM/SMC/PCG instances become this on player approach. Handles stage progression, loot rolls, and depletion. |
| UHarvestSaveSubsystem | World subsystem for harvest state persistence. Async save/load per slot. Restores depleted and staged node states on load. |
| UHarvestDetectionComponent | Lives on the player pawn. Proximity detection, swap triggering, range configuration. |
| UHarvestNodeDefinition | Data asset per foliage type. Health, stages, loot table reference, remnant mesh, respawn time, VFX/audio per stage. |
| ABiomeVolumeActor | Place in level, assign a UBiomeDefinition. Procedurally spawns harvestable foliage instances at runtime based on density and slope rules. |
| UBiomeDefinition | Data asset: node types, density, slope range, season mask, exclusion layer, Niagara VFX, looping audio, wind MPC. |
| UBiomeSeasonManager | World subsystem. Call SetSeason() to trigger biome clear and seasonal respawn with transition effects. |
| ABiomeExclusionVolume | Block biome spawning within a Box or Sphere volume. Supports per-biome or global exclusion. |
Available now on FAB Marketplace. Full multiplayer support with World Partition and level streaming. Complete technical reference in the docs.