Introduction
Thanks for picking up Resource Gathering Minions.

Resource Gathering Minions turns your AI characters into autonomous workers that find, harvest, and haul resources around your world. Give a minion an order (gather wood, gather stone, or anything you define) and it locates the nearest matching resource, walks to it, extracts it over time, carries the result home, drops it on a tidy pile, and goes back for more.
The whole system is server-authoritative and replication-ready, so the same setup runs in single player and in multiplayer.
Give an order → Find the nearest matching resource → Walk to itExtract over time → Pick up the result → Carry it homeDrop it on the pile → Go find the next oneWhat it does
Section titled “What it does”- Tag-driven orders: assignments and resources are matched by Gameplay Tags, so “gather wood” only ever harvests wood.
- Autonomous search: the minion finds the closest reachable resource within a configurable radius, skipping anything it cannot navigate to.
- Timed extraction with finite yield: each resource takes a set time to harvest and carries a limited number of extractions before it is used up and removed.
- Carry and haul: a carryable “extracted” actor spawns into the minion’s hand on a socket you choose, then travels home with it.
- Auto-stacking drop-off: dropped resources arrange themselves into a neat stacked pile at the minion’s home location.
- Behavior Tree driven: the gather loop runs on an included Behavior Tree, and you can swap in your own per assignment.
- Multiplayer-ready: built around server authority and replication from the ground up.
How it fits together
Section titled “How it fits together”The system is three components plus one data asset:
| Piece | Goes on | Job |
|---|---|---|
| Gatherer Component | your minion character | Runs the gather loop: search, extract, carry, drop. |
| Resource Component | a world resource (tree, rock) | Marks an actor as harvestable and times its extraction. |
| Extracted Resource Component | the carried/dropped actor | Makes the hauled resource behave correctly once it lands on the pile. |
| Assignment Definitions data asset | your project | Maps each order to its resource tag, carry actor, Behavior Tree, and socket. |
What’s covered
Section titled “What’s covered”- Getting Started: stand up a working minion, resource, and order from scratch.
- Gatherer Component: the minion’s settings, runtime state, functions, and events.
- Resource Actors: the Resource and Extracted Resource components on the world side.
- Assignment Definitions: the data asset that defines what each order gathers.
- Behavior Tree: the included gather loop and how to customize it.
- Multiplayer & Replication: authority, ownership, and what replicates.
- Troubleshooting: answers to the most common gotchas.