The Muggy Weather Robotics Duo
In a world where clean water is more precious than gold, efficient rainwater harvesting and plant care systems are no longer optional — they’re essential. Smart farming doesn’t mean just automating irrigation. It means combining robotic drones, environmental sensors, and intelligent scheduling to build a garden that practically takes care of itself.
In this guide, we build a fully functional Garden Manager System using C++ that:
Captures and conserves rainwater
Uses robotic drones and sensors to monitor crop health
Integrates a real-time UI with progress bars and alerts
Includes timers for scheduling plant growth and drone tasks
Plays interactive sounds based on crop state and events
Whether you're a developer, student, or a hobbyist passionate about sustainability, this hands-on project will immerse you in modern smart-agriculture software engineering.
Before diving into code, let’s break down the architecture.
| Subsystem | Responsibility |
|---|---|
WaterTankComponent | Tracks available conserved rainwater |
CropActor | Simulates growth and hydration of a plant |
DroneSensorComponent | Simulates robotic sensing of crop conditions |
DroneBotActor | A flying bot that waters and scans crops |
GardenManagerComponent | Orchestrates everything |
GardenHUDWidget | UI showing water, growth, and alerts |
SoundManager | Plays events like watering, harvest, alerts |
TimerManager | Drives time-based growth and scanning logic |
Let’s begin building each of these systems, starting with the WaterTankComponent.
Header:
UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent)) class UWaterTankComponent : public UActorComponent { GENERATED_BODY() public: UWaterTankComponent(); UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Water") float CurrentWater = 500.0f; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Water") float MaxWater = 1000.0f; UFUNCTION(BlueprintCallable) bool UseWater(float Amount); UFUNCTION(BlueprintCallable) void RefillWater(float Amount); };Implementation:
UWaterTankComponent::UWaterTankComponent() {} bool UWaterTankComponent::UseWater(float Amount) { if (CurrentWater >= Amount) { CurrentWater -= Amount; return true; } return false; } void UWaterTankComponent::RefillWater(float Amount) { CurrentWater = FMath::Min(CurrentWater + Amount, MaxWater); }๐ก This component lets any actor (like a drone or manager) check, use, or refill rainwater.
Header:
UCLASS() class ACropActor : public AActor { GENERATED_BODY() public: ACropActor(); UPROPERTY(EditAnywhere, BlueprintReadWrite) float GrowthPercent; UPROPERTY(EditAnywhere) float GrowthRatePerSecond; UPROPERTY(BlueprintReadWrite) bool bIsMature = false; UFUNCTION() void Grow(float DeltaTime); };Implementation:
ACropActor::ACropActor() { PrimaryActorTick.bCanEverTick = true; GrowthPercent = 0.0f; GrowthRatePerSecond = 1.0f; } void ACropActor::Grow(float DeltaTime) { if (!bIsMature) { GrowthPercent += GrowthRatePerSecond * DeltaTime; if (GrowthPercent >= 100.0f) { bIsMature = true; UE_LOG(LogTemp, Warning, TEXT("Crop is now mature!")); } } }⏱️ The plant slowly grows. Later, the drone will scan this and notify the UI once it's harvestable.
UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent)) class UDroneSensorComponent : public UActorComponent { GENERATED_BODY() public: UPROPERTY(EditAnywhere) ACropActor* TargetCrop; UFUNCTION(BlueprintCallable) bool NeedsWater(); UFUNCTION(BlueprintCallable) bool IsMature(); };bool UDroneSensorComponent::NeedsWater() { return TargetCrop && TargetCrop->GrowthPercent < 80.0f; } bool UDroneSensorComponent::IsMature() { return TargetCrop && TargetCrop->bIsMature; }This component gives our drone "eyes" — it checks crop status.
Header:
UCLASS() class ADroneBotActor : public AActor { GENERATED_BODY() public: UPROPERTY(VisibleAnywhere) UDroneSensorComponent* Sensor; UPROPERTY(EditAnywhere) UWaterTankComponent* WaterSupply; UFUNCTION() void PerformRoutine(); };Implementation:
void ADroneBotActor::PerformRoutine() { if (Sensor->NeedsWater()) { if (WaterSupply->UseWater(10.0f)) { UE_LOG(LogTemp, Warning, TEXT("Drone watered crop.")); } else { UE_LOG(LogTemp, Warning, TEXT("No water left!")); } } if (Sensor->IsMature()) { UE_LOG(LogTemp, Warning, TEXT("Ready to harvest!")); UGameplayStatics::PlaySoundAtLocation(this, HarvestSound, GetActorLocation()); } }In your UMG Widget Blueprint (or UGardenHUDWidget.cpp if doing in code):
Add a water meter progress bar bound to WaterTank->CurrentWater
Add text or icons for:
Growth % of crop
Drone status (Idle / Watering / Harvesting)
Alerts like “Water Low!”
Trigger updates using BlueprintImplementableEvents called from the garden manager.
FTimerHandle CropGrowthHandle; void UGardenManagerComponent::BeginPlay() { GetWorld()->GetTimerManager().SetTimer(CropGrowthHandle, this, &UGardenManagerComponent::GrowCrops, 1.0f, true); } void UGardenManagerComponent::GrowCrops() { for (ACropActor* Crop : AllCrops) { Crop->Grow(1.0f); } }This runs every second, simulating time-based growth.
Use:
UGameplayStatics::PlaySound2D(this, WateringSound);When the drone waters, harvests, or the UI sends an alert (like "Low Rainwater!"), sounds play. Add subtle garden sounds (birds, rain, breeze) as ambience.
Our system includes simulated robotic sensors, acting like field devices that monitor real-world crop health conditions.
These sensors detect:
๐ก️ Soil moisture (affects watering)
๐ Sunlight exposure (affects growth speed)
☠️ Acid rain risk (avoids watering with toxic rain)
float SimulateSoilMoistureLevel() { return FMath::RandRange(0.0f, 100.0f); }If the level drops below 40, the drone should water the crop. These readings could be randomized per tick or updated through a sensor data stream (even using physical devices later with serial/UART input on real hardware).
Let’s give our drone decision-making power. Instead of manually commanding it, we use a basic AI tree that chooses tasks:
1. Check all crops 2. If crop is thirsty and water is available → Water it 3. If crop is mature → Sound harvest alert 4. If rainwater low → Return to base 5. Else → Patrolvoid ADroneBotActor::Tick(float DeltaTime) { if (!IsBusy) { PerformRoutine(); } }You could also implement this via Unreal’s Behavior Tree Editor, but the above structure is great for custom C++ games or physical robotics.
This ties everything together. It tracks:
All crops and their states
Drone availability
Water tank levels
UI updates
Sounds to play
UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent)) class UGardenManagerComponent : public UActorComponent { GENERATED_BODY() public: UPROPERTY() TArray<ACropActor*> AllCrops; UPROPERTY() ADroneBotActor* GardenDrone; UPROPERTY() UWaterTankComponent* WaterTank; UFUNCTION(BlueprintCallable) void RunGardenCycle(); };void UGardenManagerComponent::RunGardenCycle() { for (ACropActor* Crop : AllCrops) { if (Crop->GrowthPercent < 100.0f && WaterTank->CurrentWater > 10.0f) { GardenDrone->Sensor->TargetCrop = Crop; GardenDrone->PerformRoutine(); } } }๐ง This allows for scaling: Add more drones, distribute tasks.
Create a UGardenHUDWidget using UMG (Unreal Motion Graphics).
๐ WaterTankBar – binds to CurrentWater / MaxWater
๐ฟ GrowthProgressBar – shows selected crop’s growth
๐ฃ AlertsPanel – shows:
“Crop Mature!”
“Low Rainwater!”
๐ง DroneStatus – shows Idle, Patrolling, Harvesting
UFUNCTION(BlueprintImplementableEvent) void UpdateWaterUI(float Current, float Max);Call it from your manager after watering or refilling.
๐ถ Add immersive feedback:
| Event | Sound |
|---|---|
| Watering | Soft splash |
| Harvest ready | Bell chime |
| Rain starts | Ambient rainfall loop |
| Rain acidified | Harsh static sound |
| UI Alert | Beep tone |
Load them using USoundBase* in your SoundManagerComponent.
UGameplayStatics::PlaySound2D(this, HarvestSound);Or spatialized:
UGameplayStatics::PlaySoundAtLocation(this, DroneHoverSound, GetActorLocation());This simulation isn’t fiction — it’s inspired by real systems like:
NASA’s VEGGIE hydroponic growth chamber on the ISS
Singapore’s vertical gardens that reuse city rainwater
India’s underground water tanks connected to rooftop collectors
Hydroponics startups in Pakistan combining AI + IoT
UN Smart Farm initiatives using solar + AI drones in Africa
These systems use actual sensor modules, like:
Capacitive soil moisture sensors
Light sensors (BH1750)
TDS sensors for water purity
I2C humidity/temp sensors (DHT22)
Arduino/ESP32-based drone control
Want to go deeper? Try integrating:
| Feature | Description |
|---|---|
| ๐ Weather API | Pull real rainfall data from OpenWeatherMap |
| ๐งช Soil Type Simulation | Affects water absorption rate |
| ๐ก️ Greenhouse Thermostat | Adds heating/cooling challenge |
| ๐ฆ Inventory System | Track seeds, fertilizers |
| ๐น️ VR Mode | Interact with the garden using VR controllers |
| ๐ง ML Bot Advisor | Suggest optimal planting based on patterns |
| ๐ Multiplayer | Connect gardens across players, trade food or seeds |
We didn’t just build a fun garden simulation.
We engineered a fully functional eco-system manager that:
Uses C++ for core logic and real-time scheduling
Simulates sensor-based automation
Includes drone intelligence that responds to crop needs
Shows off UI, audio, and game loop control
Is ready to be connected with real-world robotics hardware
This system can be used in:
๐ฑ Games
๐งช Environmental education tools
๐ค Agri-tech product prototypes
๐ Academic research projects
Let me know if you'd like:
A downloadable C++ Unreal project
Diagrams or flowcharts
A working demo in Blueprint + C++
Physical Arduino/ESP32 integrations with live sensors
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