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Resource Harvesting Integration

Loot tables are ideal for resources nodes like trees and rocks. Typically you:
  • Add a LootComponent to the actor (tree/rock/etc.)
  • Assign a LootTable
  • Configure whether it is single-use or respawnable
  • Hook your harvesting logic (e.g., axe hits, mining actions) to trigger loot generation
Exact harvest trigger is game-specific (e.g., interaction, hit count, tool usage), but the loot definition remains data-driven via LootTable.

Tree Example

Actor: BP_Tree Components:
  • StaticMeshComponent (visual tree)
  • LootComponent (handles loot generation)
LootComponent config:
  • Loot Table: LT_TreeLoot
  • Single Use: false (tree can be harvested multiple times or until destroyed)
  • Minimum Rarity: None
  • Item Level: 1 (can be used if you implement level-based scaling)
Loot Table: LT_TreeLoot Loot Entries:
  • [0] Wood Logs
    • Item Data: DA_WoodLog
    • Drop Weight: 100.0
    • Min Quantity: 3
    • Max Quantity: 8
  • [1] Sticks
    • Item Data: DA_Stick
    • Drop Weight: 50.0
    • Min Quantity: 1
    • Max Quantity: 3
  • [2] Tree Sap
    • Item Data: DA_TreeSap
    • Drop Weight: 20.0
    • Quantity: 1
Max Items To Spawn: 2
→ Each harvest roll can yield up to 2 distinct item entries (e.g., logs + sap).

Rock Example

Actor: BP_Rock LootComponent config:
  • Loot Table: LT_RockLoot
  • Single Use: true (rock is destroyed after harvest)
Loot Table: LT_RockLoot Loot Entries:
  • [0] Stone
    • Item Data: DA_Stone
    • Drop Weight: 100.0
    • Min Quantity: 5
    • Max Quantity: 12
  • [1] Iron Ore
    • Item Data: DA_IronOre
    • Drop Weight: 30.0
    • Min Quantity: 1
    • Max Quantity: 3
  • [2] Gold Ore
    • Item Data: DA_GoldOre
    • Drop Weight: 5.0
    • Quantity: 1
    • Rarity Override: Item.Rarity.Rare
Max Items To Spawn: 2 Typical flow:
  1. Player mines the rock (using your interaction / combat logic)
  2. When conditions are met (e.g., HP ≤ 0, harvest threshold reached), you tell the LootComponent to roll the table and spawn or grant items (details of that call will be in Part 2 if you have function names there)
  3. If Single Use = true, you destroy or replace the rock actor after loot generation