Pickups & Drops

One pickup actor, many variants. Definitions, weighted drop tables, scatter, the magnet and the emergency safety nets.

๐Ÿ’Ž10 pickup types
โฑ๏ธ10 min read
๐ŸŽฒWeighted drops
๐ŸงฒMagnet
ASKPickupBase ยท USKPickupDefinition ยท USKDropTableData

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

TypeEffect on collection
ScoreAdds Score Value to the run score.
CurrencyAdds Currency Value to the run's currency total.
HealthHeals Health Value.
ShieldRestores Shield Value shield points.
AmmoRefills Ammo Value on ammo-costed weapons.
InvulnerabilityGrants immunity for Invulnerability Duration seconds.
WeaponGrants Weapon Data to the mount named by Mount Target.
Power-UpRaises the banked weapon level by one, for the whole run.
Secret LevelFires a Blueprint event only โ€” you decide what it does.
Data DiskFires a Blueprint event only. Intended for collectibles and unlocks.
Power-Ups bank progression for the run. Levels are stored per mount slot and survive death and stage changes, so a player who dies keeps their firepower. A weapon fires at 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.

PropertyDefaultPurpose
Pickup TypeScoreWhich effect above it applies.
Definitionโ€”A variant asset that overrides everything below, plus the mesh and material.
Pickup Lifetime10Seconds before an uncollected pickup expires. 0 means it waits forever.
Scroll Speed400How fast it drifts with the world, so a drop travels down with the terrain instead of hanging in the air.
Scroll Direction-1,0,0Which way that drift goes.
Spin Rate0Degrees per second the mesh spins, for visual life. The collision capsule doesn't spin.
Spin Axis0,0,1Axis it spins around.
Scatter Decay6How quickly a scattered pickup skids to rest.
Spawn Effectโ€”Niagara played where it appears.
Collected Effect / Soundโ€”Feedback on pickup.

Blueprint hooks

EventFires
On Pickup CollectedOn any collection, with the collecting pawn.
On Pickup ExpiredWhen Pickup Lifetime runs out uncollected.
On Secret Level TriggeredFor the Secret Level type โ€” wire your own behaviour here.
On Data Disk CollectedFor the Data Disk type.

Definitions

USKPickupDefinition

A 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.

PropertyPurpose
MeshReplaces the pickup's mesh.
MaterialReplaces its material โ€” enough on its own to recolour a shared mesh into a tier.
Pickup TypeWhat it does when collected.
Score / Currency / Lives / Health / Shield / Ammo / Invulnerability valuesThe payload for the matching type.
Weapon DataFor Weapon pickups โ€” the weapon to grant.
Mount TargetWhich mount receives it: Front, the side pair, or Rear.
Collected Effect / SoundPer-variant feedback, so gold can sound different from bronze.
Definitions are applied on top of the actor's own values, and the actor is restored to its class defaults before each reuse โ€” so a pickup that was Gold last time cannot come back as Gold when it is recycled for a drop that specifies no definition.

Drop tables

USKDropTableData

A drop table is a list of entries plus a mode. Assign one to an enemy's Drop Table and it rolls on death.

Modes

ModeBehaviour
IndependentEvery entry rolls its own Drop Chance. Several can drop together, or none at all.
Pick OneOne 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.
Pick One drops exactly one thing. "Always a coin, and sometimes health" is impossible in that mode โ€” it needs Independent. Choose Pick One when you want a single reward whose type varies, and Independent when rewards should stack.

Entries

PropertyDefaultPurpose
Pickup Classโ€”The pickup actor to spawn.
Definitionโ€”The variant applied to it. Null uses the pickup class's own values.
Drop Chance1Probability in Independent mode; relative weight in Pick One.
Min Count / Max Count1 / 1How many to spawn, picked at random within the range. A spray of five coins is one entry.
Scatter Speed0Outward launch speed, so a batch sprays apart instead of stacking in one spot. 0 drops in place.
Min / Max Formation Index-1 / -1Restricts the entry to certain members of a formation, so only the leader carries the prize. -1 means no restriction.
Only one table applies per enemy. A formation member's drop wins over a spawn point's override, which wins over the enemy's own. They never stack.

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.

PropertyPurpose
Emergency Health ThresholdFraction of max health at or below which kills can drop health. 0 disables the whole feature.
Emergency Ammo ThresholdFraction of max ammo at or below which kills can drop ammo. Checks every mount carrying an ammo-costed weapon, and the emptiest one decides.
ChanceProbability per kill once below the threshold.
CooldownMinimum seconds between drops.
Pickup Class / Definition / Scatter SpeedWhat gets dropped, and how it lands.
The cooldown is the real anti-spam lever. Chance alone cannot cap anything โ€” a big wave dying while the player is hurt will carpet the screen in health without one. Health and ammo run on separate cooldowns, because being hurt and being out of ammo are different emergencies and one should not starve the other.

The magnet

USKPickupMagnetComponent

Add 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.

PropertyDefaultPurpose
Radius400How close a pickup must be before it is pulled.
Acceleration6000How quickly a caught pickup speeds up. The ramp from rest is what makes the grab feel like a tug rather than a snap.
Max Speed1600Cruise speed cap.
Catch Up Time0.6Guarantees arrival within this many seconds, however fast the ship is moving. Without it, pickups can trail a moving ship forever.
Homing10How tightly it steers at the ship. Higher locks on; lower gives a curved approach.

Setting up drops

1

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.

2

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.

3

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.

4

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

Where next

Enemies

Assign drop tables and score values.

Read โ†’

Resources

What health, shield and ammo pickups feed into.

Read โ†’

Progression

Score, currency, lives and banked weapon levels.

Read โ†’