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The Loot System generates random item drops from containers, enemies, foliage, and resource nodes using configurable loot tables. Headers:
/Public/Items/LootTable.h
/Public/Inventory/Components/LootComponent.h

Overview

UMI’s loot system provides:
  • Weighted loot tables for probability-based drops
  • Rarity filtering and optional level-based scaling
  • Quantity ranges for variable stack sizes
  • Single-use or respawnable containers / nodes
  • Integration with world actors and components (trees, rocks, chests, enemies)
Loot generation is data-driven via LootTable assets and LootComponent configuration.
🔗 Make sure LootTable is registered in the Asset Manager (see Asset Manager Configuration).