UEFN Loot Pool API: Create a Custom Chest Loot Table in Verse

UEFN Loot Pool API
An item-spawning example for comparison with the experimental Loot Pool API. Image: Epic Games

UEFN Loot Pool API is a new experimental Verse system for choosing rewards from custom tables. In Fortnite 43.10, creators can prototype loot selection for chests, defeated enemies, fishing spots and other lootable objects. Epic provides built-in pools as well as weighted and nested tables. The key limitation is that islands using this experimental API cannot be published yet.

To make a chest that sometimes drops a rare item, you need three things: the lootable entity, a pool that selects a reward and gameplay logic that delivers it. The experimental API handles selection. It doesn’t automatically put a weapon into a player’s inventory or place a pickup on the ground.

What the UEFN Loot Pool API includes

UEFN Loot Pool API
Epic’s Item Spawner is one established way to place items, while the UEFN Loot Pool API selects rewards in experimental Verse.

The reference begins with the loot_pool base class and provides weighted_loot_pool for tables with entries that have different weights. The basic_lootable_component represents a lootable entity, while loot_context carries information relevant to choosing rewards. Epic also provides built-in Fortnite pools for common containers.

Study those types in the current Verse API reference before writing calls against your installed SDK, since this is the first experimental release.

Plan a chest using the UEFN Loot Pool API

Start a UEFN Loot Pool API test with three reward entries: one common, one uncommon and one rare. Choose their relative weights and how many rolls happen when the chest opens. Decide whether one entry can appear more than once. Then check whether any conditions depend on the player who opens the chest.

Connect a UEFN Loot Pool API result to the lootable object

Create or select the entity that represents the chest in a private test project and inspect the basic_lootable_component documentation for the release you are using. Choose the appropriate loot pool implementation and the context it expects. Run one access interaction and inspect the result before adding presentation effects, opening animations or inventory handling.

Avoid copying an unverified constructor snippet from an older post; the classes and signatures may be updated as Epic iterates on the feature.

UEFN Loot Pool API: weighted, nested and built-in pools are different

UEFN Loot Pool API
An Item Granter illustrates delivery to inventory after a UEFN Loot Pool API selection. Images: Epic Games.

A weighted pool controls how likely an entry is to be selected relative to the other weights. A nested pool lets one selection choose another pool, which is useful for groups of rewards. A built-in Fortnite pool supplies one of Epic’s existing loot categories.

These can be combined, but a custom chest with nested groups is not necessarily equivalent to a default Fortnite chest. Keep each case testable instead of mixing everything into the first experiment.

Troubleshooting a chest that drops the wrong item

If every result is the same, check the entry list and how many rolls actually happen. If no item is selected, verify that the lootable is wired to the pool you think it is and that its context meets the pool requirements.

If the loot is selected but not visible, inspect the part of your experience that spawns, awards or displays the selection. Treat selection and delivery as separate places where the problem can occur.

What a successful loot selection actually returns

The Loot Pool API’s SelectLoot returns selected entity instances; it does not automatically award them to a player. A weighted_loot_pool uses Options for entries and RollCalculator for the number of selections. The basic_lootable_component manages a collection of pools. If nothing appears when your chest opens, check the selection result before investigating the item-delivery code.

UEFN Loot Pool API FAQ

What is the difference between a loot pool and a lootable component? A pool selects rewards. A lootable component is the part of an entity that requests selections from configured pools.

Does selecting a reward automatically put it in inventory? No. Test your gameplay delivery path separately from selection.

Can I publish a LootPools island in v43.10? No. Epic explicitly labels this API experimental and unpublishable.

Official source: Epic Games documentation.

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