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ULootComponent is the runtime piece that actually rolls a LootTable and returns/creates items. You typically add it to:
  • Chests
  • Enemies
  • Resource nodes (trees, rocks, ore veins)
  • Any “loot source” actor in your game

Adding to Actors

Blueprint
  1. Open your Actor Blueprint (Chest, Enemy, Resource Node, etc.)
  2. Add Component → Loot Component
  3. Configure in details:
  • Loot Table: LT_YourLootTable
  • Single Use: true or false
  • Minimum Rarity: None or a specific tag
  • Item Level: 1 (or your scaling level)
  • Auto Detect Level: true/false
    • If true, reads a level property from the owning actor (e.g. CharacterLevel)
C++

Generating Loot

GenerateLoot rolls the table and returns an FLootResult. Blueprint
You can then:
  • Iterate Loot Result.Spawned Items
  • Add each item to inventory, or
  • Spawn WorldItemActor in the world
C++

Checking / Resetting Loot State

Has Been Looted?
Blueprint: Has Been Looted node on LootComponent. Reset Loot For respawnable containers/nodes:
  • Blueprint: Reset Loot node
  • C++: LootComponent->ResetLoot();
This clears internal state so the next GenerateLoot call re-rolls the table.