- 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
Basic Pattern: Register Respawn Request
Whenever a loot source is harvested or opened:- Generate loot
- Mark the actor as depleted
- Hide/disable interaction
- Register the actor with the Respawn Manager
Blueprint Example
C++ Example
On Respawn (Blueprint or C++)
Actors using Respawn Manager should implementBPI_Respawnable (BP) or IRespawnable (C++).
Blueprint
C++ (interface implementation)
Recommended Use Cases
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