A downloadable project

The Challenge: Building a Robust Spawner (and Killing Manual Placement)

Look, we all know the drill: The default SpawnActor flow is brittle, slow for iteration, and forces designers to manually babysit placements for every wave. We needed to ditch that.

During a recent Game Jam, I quickly needed a reliable, scalable system to manage enemy spawns during the level. The goal wasn't just to spawn, but to build a single re-usable, self-contained C++ tool that could handle multiple enemy types, ensure safe placement, and be instantly ready for future projects or level sections.

This system needed to be:

  • Designer-Proof: All parameters must be exposed in the Editor, minimizing blueprint scripting.
  • Context-Aware: Guarantee valid placement (NavMesh, min-distance checks) and reset/re-arm for multiple triggers.
  • Debuggable: Provide visual feedback before runtime to cut down on design iteration time.

I engineered this system to be easily integrated with a volume trigger, instantly "re-armable" (resetting the spawn state), and ready to deploy in any level or map without custom setup.

Notes on Reusability and Context (Updated)

The code for this feature is available for download, please note two minor architectural constraints:

  1. Missing Dependencies: Due to scope limitations, the downloadable code may be missing the definitions for a small interface (USpawnable) and the data structure (FSpawnEntry), which would need to be re-created for full compilation.
  2. External Code Calls: The SpawnAll() function includes an optional execution of the USpawnable interface, which is the intended clean way to handle initialization.


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SpawnTool.cpp 5 kB

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