Advanced Loot Generator: A network-ready procedural loot system for Unreal Engine
Advanced Loot Generator is a modular, production-ready plugin that provides a complete loot generation system for Unreal Engine, with built-in support for both singleplayer and multiplayer projects. Written entirely in native C++ and fully exposed to Blueprints, the plugin removes the need for custom loot boilerplate by delivering a clean workflow for item spawning, ground placement, interaction feedback and network replication.
The plugin is designed around a clear, class-driven architecture that keeps loot logic centralized and predictable. Instead of scattered scripts or ad-hoc logic, Advanced Loot Generator organizes loot behavior through dedicated item actors, spawn point actors and character integration, allowing designers to configure loot pools, probabilities and behaviors directly in the editor while preserving server authority and runtime performance.
Core class-based architecture
Advanced Loot Generator is built around three main classes that work together to form the full loot loop.
BaseItem (Baselt)
BaseItem is the foundational actor class for all lootable items. It provides the core functionality that every spawned item requires:
Automatic ground detection using line traces to ensure items are placed on valid surfaces, with configurable height offsets.
Native support for both Static Mesh and Skeletal Mesh items, allowing simple pickups and animated items to share the same base logic.
Collision-based overlap detection to identify when a player is close enough to interact with loot.
Built-in outline support for visual interaction feedback.
Network replication so loot remains synchronized across all clients in multiplayer.
BaseItem also supports spawning related items nearby, such as ammo next to a weapon. This behavior is fully configurable through probability settings and optional forced spawns, enabling richer loot patterns without custom per-item code.
LootPoints
LootPoints are level-placed actors responsible for procedural loot spawning. They define where and how loot appears in the world:
Selection of a random item from a configurable array of item classes.
Server-authoritative spawning of loot in multiplayer games.
Optional spawning of related items within a configurable minimum and maximum radius.
Support for both singleplayer and multiplayer execution paths.
Manual or scripted respawn support for restocking or timed loot systems.
In multiplayer scenarios, all spawn logic runs on the server and spawned items are replicated to clients, ensuring a consistent world state for all players.
BaseCharacter and outline feedback
Advanced Loot Generator includes a BaseCharacter class that handles outline feedback using Unreal Engine’s Custom Depth and post-process outlining.
The outline system is designed with multiplayer correctness in mind:
When a character overlaps a loot item, the item requests an outline change through a server RPC.
The server triggers a client RPC only for the appropriate player.
Each player sees outlines only on nearby items, never globally.
The system automatically detects whether an item uses a static or skeletal mesh and applies the outline to the correct component, keeping behavior consistent across different loot types.
Ground detection and collision configuration
The plugin exposes configurable options for environmental interaction:
Trace channel selection for ground detection.
Lists of actors to ignore during ground traces.
Collision settings that control overlap detection and interaction distance.
Adjustable offsets to fine-tune final item placement.
These options allow the loot system to adapt to different map layouts, scale and gameplay styles without code changes.
Multiplayer-first design
Advanced Loot Generator is designed from the ground up for multiplayer:
All loot spawning is server-authoritative.
Loot actors replicate automatically to clients.
Outline effects are client-specific and do not replicate globally.
Clear RPC boundaries prevent desynchronization and visual inconsistencies.
The documentation includes guidance for listen servers and dedicated servers, as well as best practices for testing replication.
Custom item creation and extensibility
The plugin supports both Blueprint-first and C++-driven workflows:
Create new loot items by inheriting from BaseItem in Blueprint and configuring meshes, collision and loot properties.
Extend BaseItem or LootPoints in C++ for advanced behavior while preserving Blueprint exposure.
Support for weapons, consumables, stackable items, quest items and rarity tiers.
Flexible approaches for organizing loot tiers through separate classes or configurable variants.
The system is designed to scale with project complexity without locking developers into a rigid loot model.
Performance, integration and documentation
All systems are implemented in native C++ for minimal runtime overhead. The plugin follows Unreal Engine conventions, making it easy to integrate with existing inventory, progression or gameplay rule systems.
The documentation covers:
Installation and activation.
Core class references.
Singleplayer and multiplayer setup.
Custom item creation workflows.
Best practices and troubleshooting.
Summary
Advanced Loot Generator is a complete, multiplayer-ready loot generation toolkit for Unreal Engine. It delivers configurable loot pools, automatic ground placement, optional nearby item spawning, clean outline-based interaction feedback and robust server-authoritative networking.
Fully written in C++ and completely exposed to Blueprints, Advanced Loot Generator enables developers and designers to implement reliable, extensible and scalable loot workflows without building custom systems from scratch.