Spawns loader¶
Folder: RuneSchema/mods/<ModName>/spawns/
AI, actors, resources, building props, and event-only templates.
Spawns place AI, actors, resources, and supported building props.
[
{
"Id": "night_guard",
"Type": "AISpawnPoint",
"AIClass": "/Game/Gameplay/AI/BP_Guard.BP_Guard_C",
"Location": [1000, 2000, "$+10"],
"PowerLevel": 30,
"TimeOfDay": "Night",
"SpawnRadiusMeters": 100
}
]
Use GroundOffset:10 or $+10 for ten centimeters above traced ground, not
both. AdditionalDrops supports an item, minimum, maximum, and chance. A
quest-completed condition can latch with PersistAfterCondition. EventOnly
templates are definitions for /events and do not place permanent actors.
Grounded placements wait for streamed blocking collision. NPCs, spawns, event members and authoring previews share the same simple-collision query with a complex-collision fallback. Streamed cell height bounds can widen the search for installed NPCs and spawns. A missing surface never permits a guessed placement height; installed entries retry within a bounded window and can retry again when their cell streams in. Event waves resolve every member's ground position before constructing any actors.
For stacked surfaces, the floor query starts at the reference height plus a
45 cm stair allowance, not above the highest roof. Numeric spawn Z is the
reference; a bare $ first finds landscape beneath overhead actors. An optional
"GroundReferenceZ": -3500 selects an approximate floor for $ placements on
stairs, bridge decks, upper floors or mesh-only terrain. This is a search hint,
not an exact spawn height: a real upward-facing blocking hit is still required.
Helpy preserves this hint when exporting grounded placements. Event $ members
and live placement tools use their participant/player height. Terrain probing
is bounded to 16 overlapping actors; unsupported or ambiguous collision never
permits a guessed placement. Ground offsets and the standard 10 cm spawn
clearance are applied after the hit.
Temporary ore and tree nodes¶
Use an ordinary Actor resource entry with one lifecycle condition:
QuestActive or EventActive. These fields name a RuneSchema quest or event
ID in the same mod; use OtherMod:Id for a cross-mod reference. The resource
class must be a cooked subclass of the game's ore-node or fellable-tree base,
including a mod-owned subclass, with SpudGuid and
bSkipSpudStore fields. It is spawned only by the world authority, excluded
from the world save, and removed when the condition stops being active.
[
{
"Id": "trial_iron",
"Type": "Actor",
"Class": "/Game/Gameplay/World/Mining/Ores/BP_OreNode_Iron.BP_OreNode_Iron_C",
"Location": [1000, 2000, "$+10"],
"QuestActive": "iron_trial"
}
]
For an event, replace QuestActive with EventActive and name the event ID.
RuneSchema does not recreate a harvested node during that same event or quest;
any respawn behavior authored inside the cooked resource Blueprint remains its
own responsibility. A later event run can create a fresh node. Temporary resource
entries cannot also use QuestCompleted, TimeOfDay, or UseNativeRespawn.
They are not persistent world placements; do not use them for a resource you
want to remain after the event or quest.
Simple rules¶
/spawnsplaces supported AI, actors, resources, and building props.- Use either
GroundOffsetor a ground-relative Z value such as$+10, not both. EventOnly:truecreates an event template rather than a permanent placement.
FAQ¶
FAQ-SPAWNS-001 — Does EventOnly place an actor in the world immediately?¶
No. It defines a spawn template for /events; it does not create a permanent
world placement by itself.
FAQ-SPAWNS-002 — Can I use GroundOffset and $+10 together?¶
No. Pick one ground-offset form for the placement.
FAQ-SPAWNS-003 — Can a spawn add extra item drops?¶
Yes. AdditionalDrops supports an item plus minimum, maximum, and chance.