> ## Documentation Index
> Fetch the complete documentation index at: https://docs.warpathstudios.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Example Implementations

> This page gives practical examples of how to use the Respawn Manager in common gameplay scenarios:

This page gives **practical examples** of how to use the Respawn Manager in common gameplay scenarios:

* Resource nodes (trees, rocks, ore)
* Loot chests
* Foliage-based harvestables
* Enemy spawners
* Traps / destructibles

Use these as templates and adapt to your own systems.

***

## **1. Resource Node — Tree (Blueprint)**

A classic “harvest → wait → regrow” pattern.

### Setup

Blueprint: `BP_TreeNode`

* Components:

  * `StaticMesh` (TreeMesh)
  * `LootComponent` (optional, for logs, sticks, sap)
* Variables:

  * `RespawnTime` (float, e.g. 300.0)
  * `bHasBeenHarvested` (bool)

Implements `BPI_Respawnable`.

***

### On Harvest (Blueprint)

```
Event OnHarvested
   ↓
Branch: bHasBeenHarvested?
   True  → Return
   False →
       Set bHasBeenHarvested = true
       ↓
       LootComponent → Generate Loot
           → For each item → Add to player inventory / Spawn world items
       ↓
       TreeMesh → Set Visibility(false)
       TreeMesh → Set Collision Enabled(NoCollision)
       Disable interaction (if you use an interaction component)
       ↓
       Get World Subsystem (RespawnManagerSubsystem)
           → Register Respawn Request
               Target Actor = Self
               Delay        = RespawnTime
```

***

### On Respawn (Blueprint)

```
Event OnRespawnRequested  (from BPI_Respawnable)
   ↓
Set bHasBeenHarvested = false
LootComponent → Reset Loot
TreeMesh → Set Visibility(true)
TreeMesh → Set Collision Enabled(QueryAndPhysics)
Enable interaction
```

That’s a full, renewable tree node.

***

## **2. Resource Node — Ore Vein (C++)**

### Header

```
UCLASS()
class YOURGAME_API AOreNode : public AActor, public IRespawnable
{
    GENERATED_BODY()

public:
    AOreNode();

    void OnHarvested(APlayerController* Harvester);

    // IRespawnable
    virtual void OnRespawnRequested() override;

protected:
    UPROPERTY(VisibleAnywhere)
    UStaticMeshComponent* Mesh;

    UPROPERTY(VisibleAnywhere)
    ULootComponent* LootComponent;

    UPROPERTY(EditAnywhere, Category="Respawn")
    float RespawnTime = 240.0f;

    bool bHarvested = false;
};
```

### Source

```
AOreNode::AOreNode()
{
    Mesh = CreateDefaultSubobject<UStaticMeshComponent>("Mesh");
    RootComponent = Mesh;

    LootComponent = CreateDefaultSubobject<ULootComponent>("LootComponent");
}

void AOreNode::OnHarvested(APlayerController* Harvester)
{
    if (bHarvested) return;
    bHarvested = true;

    // Generate loot
    if (LootComponent && Harvester)
    {
        FLootResult Loot = LootComponent->GenerateLoot();

        if (AMyCharacter* Character = Cast<AMyCharacter>(Harvester->GetPawn()))
        {
            for (const FLootedItem& Item : Loot.SpawnedItems)
            {
                Character->InventoryComponent->AddItem(Item.ItemData, Item.Quantity);
            }
        }
    }

    // Disable visuals and collision
    Mesh->SetVisibility(false);
    Mesh->SetCollisionEnabled(ECollisionEnabled::NoCollision);

    // Register respawn
    if (URespawnManagerSubsystem* RM = GetWorld()->GetSubsystem<URespawnManagerSubsystem>())
    {
        RM->RegisterRespawnRequest(this, RespawnTime);
    }
}

void AOreNode::OnRespawnRequested()
{
    bHarvested = false;

    if (LootComponent)
    {
        LootComponent->ResetLoot();
    }

    Mesh->SetVisibility(true);
    Mesh->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
}
```

***

## **3. Respawnable Loot Chest (Blueprint)**

Chest that refills over time.

### Setup

Blueprint: `BP_RespawnChest`

* Components:

  * `StaticMesh` (ChestMesh)
  * `LootComponent`
* Variables:

  * `RespawnTime`
  * `bIsOpen` (bool)

Implements `BPI_Respawnable`.

***

### On Chest Opened (Blueprint)

```
Event OnChestOpened
   ↓
Branch: bIsOpen?
   True  → Return (already open / on cooldown)
   False →
       Set bIsOpen = true
       ↓
       LootComponent → Generate Loot
           → Give items to player
       ↓
       Play "open" animation or swap mesh
       Disable interaction
       ↓
       Get World Subsystem (RespawnManagerSubsystem)
           → Register Respawn Request
               Target Actor = Self
               Delay        = RespawnTime
```

***

### On Respawn (Blueprint)

```
Event OnRespawnRequested
   ↓
Set bIsOpen = false
LootComponent → Reset Loot
Play "close" animation or swap back to closed mesh
Enable interaction
```

This gives you a camp/world chest that periodically refills.

***

## **4. Foliage Harvest (Instance-Based) + Respawn (C++ Pseudocode)**

For truly instanced foliage via `UHierarchicalInstancedStaticMeshComponent`:

### On Harvest (C++ Pseudocode in FoliageInteractionManager)

```
void UFoliageInteractionManager::HandleHarvest(
    UHierarchicalInstancedStaticMeshComponent* HISM,
    int32 InstanceIndex,
    APlayerController* Harvester
)
{
    if (!HISM) return;

    FTransform InstanceTransform;
    HISM->GetInstanceTransform(InstanceIndex, InstanceTransform, true);

    // Remove the instance
    HISM->RemoveInstance(InstanceIndex);

    // (Optional) Generate loot here or via a LootTable reference

    // Build respawn data
    FFoliageRespawnEntry Entry;
    Entry.Component = HISM;
    Entry.Transform = InstanceTransform;
    Entry.FoliageTypeID = TEXT("Bush"); // optional category

    if (URespawnManagerSubsystem* RM = GetWorld()->GetSubsystem<URespawnManagerSubsystem>())
    {
        RM->RegisterFoliageRespawn(Entry, FoliageRespawnTime);
    }
}
```

### On Foliage Respawn (called by Respawn Manager)

```
void UFoliageInteractionManager::OnFoliageRespawn(const FFoliageRespawnEntry& Entry)
{
    if (!Entry.Component.IsValid())
        return;

    UHierarchicalInstancedStaticMeshComponent* HISM = Entry.Component.Get();
    HISM->AddInstance(Entry.Transform);
}
```

This keeps foliage **purely instanced**, with Respawn Manager only scheduling when instances come back.

***

## **5. Enemy Spawner with Respawn Manager (C++)**

Spawner uses Respawn Manager, enemy uses LootComponent.

### Spawner Header

```
UCLASS()
class YOURGAME_API AEnemySpawner : public AActor, public IRespawnable
{
    GENERATED_BODY()

public:
    AEnemySpawner();

    void OnEnemyDied(AActor* DeadEnemy);

    virtual void OnRespawnRequested() override;

protected:
    UPROPERTY(EditAnywhere, Category="Spawning")
    TSubclassOf<AEnemyBase> EnemyClass;

    UPROPERTY(EditAnywhere, Category="Spawning")
    float RespawnDelay = 60.0f;

    UPROPERTY()
    AEnemyBase* ActiveEnemy;
};
```

### Spawner Source

```
void AEnemySpawner::OnEnemyDied(AActor* DeadEnemy)
{
    ActiveEnemy = nullptr;

    if (URespawnManagerSubsystem* RM = GetWorld()->GetSubsystem<URespawnManagerSubsystem>())
    {
        RM->RegisterRespawnRequest(this, RespawnDelay);
    }
}

void AEnemySpawner::OnRespawnRequested()
{
    if (!EnemyClass) return;

    FActorSpawnParameters Params;
    Params.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;

    ActiveEnemy = GetWorld()->SpawnActor<AEnemyBase>(
        EnemyClass,
        GetActorLocation(),
        GetActorRotation(),
        Params
    );

    if (ActiveEnemy)
    {
        ActiveEnemy->SetSpawner(this); // so enemy can call OnEnemyDied
    }
}
```

### Enemy Death (simplified)

```
void AEnemyBase::Die()
{
    // Handle loot via LootComponent
    FLootResult Loot = LootComponent->GenerateLoot();
    // Spawn WorldItemActors or auto-loot…

    if (Spawner)
    {
        Spawner->OnEnemyDied(this);
    }

    Destroy();
}
```

This cleanly separates:

* **LootComponent** → what drops
* **Respawn Manager + Spawner** → when a new enemy appears

***

## **6. Trap / Destructible with Cooldown (Blueprint)**

Example: a spike trap that fires, disables, then resets after a delay.

### Setup

Blueprint: `BP_SpikeTrap`

* Components:

  * Mesh, Collision, maybe a skeletal mesh for animation
* Variables:

  * `RespawnTime`
  * `bIsActive`

Implements `BPI_Respawnable`.

***

### When Triggered

```
Event OnTrapTriggered
   ↓
Branch: bIsActive?
   False → Return
   True  →
       Set bIsActive = false
       Play fire animation
       Apply damage to overlapping actors
       Disable collision for a bit (or immediately)
       ↓
       Get RespawnManagerSubsystem
          → Register Respawn Request
             Target Actor = Self
             Delay        = RespawnTime
```

### On Respawn (Reset)

```
Event OnRespawnRequested
   ↓
Set bIsActive = true
Reset trap animation state (go back to idle)
Enable collision (if needed)
```

Now the trap behaves like any other timed game element.

***

## **7. Quick Checklist for Implementations**

When you create a new respawnable:

1. **Decide:** Actor-based or foliage-instance based?
2. Implement **“inactive” state** (hidden, no collision, no interaction)
3. On “used/harvested/depleted”:

   * Do your game logic (loot / damage / destruction)
   * Call `RegisterRespawnRequest` on the manager
4. Implement `OnRespawnRequested` (via interface or Blueprint event):

   * Reset flags
   * Reset loot / state
   * Re-enable visuals, collision, interaction

If you follow that pattern everywhere, everything that “comes back later” in your game will feel consistent and be easy to tune.
