- Resource nodes (trees, rocks, ore veins)
- Harvestable actors with LootComponents
- Interactive foliage
- Destructible objects that restore over time
- Any world actor requiring delayed regeneration
eliminate per-actor timers and provide a scalable, efficient respawn pipeline for large open worlds and multiplayer games. UMI and other UM… plugins can register actors with this subsystem to ensure consistent behavior across the entire framework.
Why Use a Respawn Manager?
Centralizing respawn logic provides major advantages:✔️ Performance
Thousands of resource nodes can exist without each running its own timer.✔️ Consistency
Every respawnable object follows a unified lifecycle.✔️ Plugin Interoperability
Inventory, Loot System, Foliage System, Crafting Stations, and future systems can all rely on one respawn pipeline.✔️ Reduced Code Duplication
You no longer write respawn logic per actor.✔️ Easy Save/Load Integration
The subsystem can serialize respawn queues or per-actor timestamps.How It Works
A standard respawn cycle looks like this:The subsystem does the scheduling.
Subsystem Responsibilities
The Respawn Manager handles:- Storing respawn requests (actor + delay)
- Tracking time remaining for each request
- Validating actors (handles streamed-out or destroyed actors gracefully)
- Calling the actor back when ready
- Optional region-based or batched respawns
- Optional persistence (saving respawn timers)
Actor Responsibilities
Actors must:- Mark themselves inactive immediately after harvest/destruction
- Register a respawn request with the manager
- Implement a callback to restore their state
Interfaces & Callbacks
Respawnable actors usually implement a small interface, for example:Common Use Cases
Resource Nodes
Trees, rocks, ore veins reset visually and regenerate loot.Foliage Instances
Harvested foliage respawns through integration with the FoliageInteractionManager.Chests / Containers
Single-use or renewable containers regenerate based on cooldown.Traps / World Interactables
Traps re-arm themselves after a delay.Destructibles
Walls, crates, barricades rebuild on a timer.Related Systems
The Respawn Manager works alongside:- Loot System (using
LootComponent+ respawn) - Foliage Interaction System (highlighting, harvesting, respawning)
- Inventory System (loot delivery via respawn nodes)
- Save System (optional: persist respawn timers)
Next Steps
To continue:- Blueprint Integration → Learn how to register actors and implement callbacks
- C++ Integration → See fully coded examples
- Advanced Topics → Throttling, region-based respawns, streaming worlds
- Foliage Integration → How foliage instances tie into the Respawn Manager