Pickups & Drops
One pickup actor, many variants. Definitions, weighted drop tables, scatter, the magnet and the emergency safety nets.
Pickups are built from three assets working together. One pooled pickup actor provides the behaviour, a definition turns it into a specific variant, and a drop table decides what an enemy leaves behind when it dies.
The payoff is that you need one pickup Blueprint for your whole game. Gold, silver, health, ammo and weapon drops are all the same actor wearing a different definition.
Pickup types
| Type | Effect on collection |
|---|---|
| Score | Adds Score Value to the run score. |
| Currency | Adds Currency Value to the run's currency total. |
| Health | Heals Health Value. |
| Shield | Restores Shield Value shield points. |
| Ammo | Refills Ammo Value on ammo-costed weapons. |
| Invulnerability | Grants immunity for Invulnerability Duration seconds. |
| Weapon | Grants Weapon Data to the mount named by Mount Target. |
| Power-Up | Raises the banked weapon level by one, for the whole run. |
| Secret Level | Fires a Blueprint event only โ you decide what it does. |
| Data Disk | Fires a Blueprint event only. Intended for collectibles and unlocks. |
min(banked level, that weapon's own top level), which means levels collected past a
shallow weapon's maximum still count toward the next weapon picked up.
The pickup actor
A Blueprint child of SKPickupBase. These are its own inline values, used when no
definition is applied.
| Property | Default | Purpose |
|---|---|---|
| Pickup Type | Score | Which effect above it applies. |
| Definition | โ | A variant asset that overrides everything below, plus the mesh and material. |
| Pickup Lifetime | 10 | Seconds before an uncollected pickup expires. 0 means it waits forever. |
| Scroll Speed | 400 | How fast it drifts with the world, so a drop travels down with the terrain instead of hanging in the air. |
| Scroll Direction | -1,0,0 | Which way that drift goes. |
| Spin Rate | 0 | Degrees per second the mesh spins, for visual life. The collision capsule doesn't spin. |
| Spin Axis | 0,0,1 | Axis it spins around. |
| Scatter Decay | 6 | How quickly a scattered pickup skids to rest. |
| Spawn Effect | โ | Niagara played where it appears. |
| Collected Effect / Sound | โ | Feedback on pickup. |
Blueprint hooks
| Event | Fires |
|---|---|
| On Pickup Collected | On any collection, with the collecting pawn. |
| On Pickup Expired | When Pickup Lifetime runs out uncollected. |
| On Secret Level Triggered | For the Secret Level type โ wire your own behaviour here. |
| On Data Disk Collected | For the Data Disk type. |
Definitions
USKPickupDefinitionA definition is a variant. It carries a mesh, a material and a full set of values, and applying one turns the generic pickup actor into that specific thing. Bronze, silver and gold coins are three definitions and one Blueprint.
| Property | Purpose |
|---|---|
| Mesh | Replaces the pickup's mesh. |
| Material | Replaces its material โ enough on its own to recolour a shared mesh into a tier. |
| Pickup Type | What it does when collected. |
| Score / Currency / Lives / Health / Shield / Ammo / Invulnerability values | The payload for the matching type. |
| Weapon Data | For Weapon pickups โ the weapon to grant. |
| Mount Target | Which mount receives it: Front, the side pair, or Rear. |
| Collected Effect / Sound | Per-variant feedback, so gold can sound different from bronze. |
Drop tables
USKDropTableDataA drop table is a list of entries plus a mode. Assign one to an enemy's Drop Table and it rolls on death.
Modes
| Mode | Behaviour |
|---|---|
| Independent | Every entry rolls its own Drop Chance. Several can drop together, or none at all. |
| Pick One | One weighted roll picks exactly one entry. Drop Chance becomes a weight rather than a probability, and No Drop Weight is the chance of nothing at all. |
Entries
| Property | Default | Purpose |
|---|---|---|
| Pickup Class | โ | The pickup actor to spawn. |
| Definition | โ | The variant applied to it. Null uses the pickup class's own values. |
| Drop Chance | 1 | Probability in Independent mode; relative weight in Pick One. |
| Min Count / Max Count | 1 / 1 | How many to spawn, picked at random within the range. A spray of five coins is one entry. |
| Scatter Speed | 0 | Outward launch speed, so a batch sprays apart instead of stacking in one spot. 0 drops in place. |
| Min / Max Formation Index | -1 / -1 | Restricts the entry to certain members of a formation, so only the leader carries the prize. -1 means no restriction. |
Emergency drops
Two safety nets on the game mode, entirely separate from drop tables. Both roll once per enemy death, so no enemy needs a health or ammo row in its table and no Pick One table has its odds distorted.
| Property | Purpose |
|---|---|
| Emergency Health Threshold | Fraction of max health at or below which kills can drop health. 0 disables the whole feature. |
| Emergency Ammo Threshold | Fraction of max ammo at or below which kills can drop ammo. Checks every mount carrying an ammo-costed weapon, and the emptiest one decides. |
| Chance | Probability per kill once below the threshold. |
| Cooldown | Minimum seconds between drops. |
| Pickup Class / Definition / Scatter Speed | What gets dropped, and how it lands. |
The magnet
USKPickupMagnetComponentAdd this to the player pawn and pickups are drawn in when they come close. It is pure feel โ nothing else depends on it โ but it removes the chore of nudging the ship onto every coin.
| Property | Default | Purpose |
|---|---|---|
| Radius | 400 | How close a pickup must be before it is pulled. |
| Acceleration | 6000 | How quickly a caught pickup speeds up. The ramp from rest is what makes the grab feel like a tug rather than a snap. |
| Max Speed | 1600 | Cruise speed cap. |
| Catch Up Time | 0.6 | Guarantees arrival within this many seconds, however fast the ship is moving. Without it, pickups can trail a moving ship forever. |
| Homing | 10 | How tightly it steers at the ship. Higher locks on; lower gives a curved approach. |
Setting up drops
Make one pickup Blueprint
New Blueprint Class โ SKPickupBase. Set the capsule size, a placeholder mesh, and
the scroll speed so drops travel with the ground. You will reuse this for everything.
Create definitions for each variant
Data Asset โ SKPickupDefinition, one per variant โ bronze, silver, gold, health,
ammo. Set the mesh or material and the payload values.
Build a drop table
Data Asset โ SKDropTableData. Choose a mode, then add entries pairing your pickup
class with a definition. Set counts and a scatter speed so a batch sprays.
Assign and test
Set the table on an enemy's Drop Table. To vary rewards without duplicating the enemy, override the table on an individual spawn point or wave step instead.
Common fixes
- Drops hang in mid-air as the level moves โ Scroll Speed is 0 on the pickup
- A recycled pickup pays out the wrong amount โ an entry is missing its Definition, so the actor's own values apply
- Pick One never drops two things โ that is the mode working; use Independent
- Health floods the screen โ raise the emergency cooldown, not the chance
- Pickups drift in from off screen with nothing visibly dying โ an enemy is being killed before it enters; check Ignore Damage Off Screen on its health component