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This page walks you through using the Respawn Manager entirely in Blueprint, including:
  • Accessing the subsystem
  • Registering respawn requests
  • Implementing respawn callbacks
  • Using the Respawnable interface
  • Making resource nodes, foliage, or world objects fully respawnable
Blueprint support is first-class, and no C++ is required to use the system.

1. Getting the Respawn Manager (Blueprint)

Because it’s a World Subsystem, you can get it from any Blueprint:

Node Path:

Simplest Node Setup

Save the reference if you need it multiple times.

2. Registering a Respawn Request (Blueprint)

When an actor is harvested, used, or destroyed visually, register its respawn:

Node Example:

Typical Setup

This immediately schedules the respawn event.
The actor itself no longer tracks time.

3. Implementing Respawn Callbacks

When the delay expires, the Respawn Manager calls back into the actor. This depends on whether you use the interface or a direct function:

Add the Interface

  1. Open your Blueprint (e.g., BP_Tree, BP_Rock, BP_Chest)
  2. Class Settings → Interfaces
  3. Add:
    BPI_Respawnable
This will expose:

Event: OnRespawnRequested

This is what the Respawn Manager calls when the actor should respawn.

Example Implementation

Keep it simple and idempotent.

Option B — Direct Function Call (No Interface)

If your actor has a custom function, e.g.:
You can configure the Respawn Manager to call this function instead. Use this only if you have simple internal projects.
The interface method is cleaner for plugins.

4. Full Blueprint Pattern for Resource Nodes

Below is the canonical pattern for respawnable resource nodes:

Step 1 — Handle Harvesting


Step 2 — Implement Respawn Callback

This ensures all resource nodes behave identically across your entire game.

5. Using Respawn Manager with LootComponent (Blueprint)

If your actor includes a LootComponent:

On harvest:

On respawn:

This gives you renewable resources for:
  • Trees
  • Rocks
  • Ore veins
  • Plant clusters
  • Beehives
  • Mushrooms
  • Bushes
  • ANY harvestable spot

6. Using Respawn Manager with Foliage System (Blueprint)

For actors converted from foliage instances (via your FoliageInteractionManager pattern):

On harvest:

On respawn:

The Respawn Manager handles the timing; the foliage system handles visibility and interaction radius.

7. Handling Custom Respawn Logic

The callback event (OnRespawnRequested) can perform anything you need:
  • Reset health
  • Reset crafting station fuel
  • Reset puzzle state
  • Refill water wells
  • Re-arm traps
  • Regenerate dungeon loot
  • Switch meshes/materials
  • Trigger an animation of regrowth
Because the subsystem just calls the event, you can do anything internally.

8. Adding Debug Support (Optional)

For debugging respawn behavior:

Add a text render actor:

Or add a print:

Or track state:

These are optional, but extremely helpful while tuning respawn times.

9. Blueprint Best Practices


10. Example: Entire Node Flow In One Diagram