Harvestable Plant Blueprint

I did the same with a tree and a trunk in an own Actor Bp. Created 2 instanced static mesh comp. and add / remove the instanced static mesh on custom events. In addition you should store the locations in arrays to keep access.

But also a questions on this method:
How can i get access to a unique respawn time (float) variable to set the right time on a load up?
At the moment every single instance is kinda fake loaded depending on a flag and starting at the beginning of the timeline… i want every single instance to use the time, they had stopped at. Any ideas?