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UMI’s Loot System can optionally integrate with the Respawn Manager to support respawnable loot sources, such as:
  • Resource nodes (trees, rocks, ore veins)
  • World chests that refill over time
  • Enemy containers or destructibles that respawn
  • Any loot-bearing actor that reappears after a delay
This is not required to use the Loot System, but it provides a clean and consistent way to handle timed resets.

Basic Pattern: Register Respawn Request

Whenever a loot source is harvested or opened:
  1. Generate loot
  2. Mark the actor as depleted
  3. Hide/disable interaction
  4. Register the actor with the Respawn Manager

Blueprint Example

C++ Example


On Respawn (Blueprint or C++)

Actors using Respawn Manager should implement BPI_Respawnable (BP) or IRespawnable (C++).

Blueprint

C++ (interface implementation)


Use Respawn Manager with loot when you need:

✔ Respawning World Loot

Examples: berry bushes, mushrooms, herbs, mineral nodes.

✔ Refillable Chests / Supply Caches

Chests that regenerate loot after X minutes/hours.

✔ Dungeons / Camps / Static Sites

Simple timed resets without building full encounter logic.

✔ Farming Gameplay

Resource loops where players gather materials from renewable nodes.

Where to Learn More

This section only covers the minimal integration needed for loot sources. For budgeting, region-based respawns, foliage integration, save/load, or performance tuning, see the main:
Respawn Manager section