Demo guide
The playable demo map — controls, a recommended walkthrough, and what each fixture demonstrates.
Open the demo map with plugin content visible in the Content Browser:
/WorldStateResetFramework/Demo/Maps/L_WSRF_Demo
Controls
| Input | Action |
|---|---|
| WASD / left stick | Move |
| Mouse / right stick | Look |
| E / left mouse / gamepad face button bottom | Interact / confirm the selected world object |
| R | Reset the demo region |
| J | WSRF Quick Save |
| K | Simulate Player Death and respawn |
| L | WSRF Quick Load and return to the Last Activated Rest Site |
The interaction prompt uses the active input-family presentation when available. J, K, and L
deliberately avoid Unreal Editor function-key shortcuts while running PIE.
Recommended walkthrough
- Approach a Rest Site. Proximity changes it from Undiscovered to Discovered without activating it.
- Interact with it. The authoritative Rest Site subsystem changes it to Activated and makes it the Current / Last Activated Rest Site.
- Open the Rest Menu and choose Rest. The normal enemy, resettable props, trap, and reset door return to their captured state.
- Confirm that Persistent and One Shot examples stay changed: the Permanent Shortcut remains open, the Unique Pickup remains consumed, the One Shot chest remains open, and the defeated Boss remains defeated.
- Discover and activate the second Rest Site through its normal proximity and interaction sequence.
- Use Fast Travel to travel between the Activated Rest Sites. The Fast Travel menu uses each destination’s configured or captured thumbnail.
- Press K to simulate Player Death. WSRF resets with the Player Death reason and returns the player to the Last Activated Rest Site’s Player Respawn Point.
- Press J to create the WSRF Quick Save, change several world-state examples, then press L. WSRF restores its saved state and returns the player to the saved Last Activated Rest Site.
- Choose the included
Custom.LevelUpaction to observe the Project Bridge / Custom Action hook. WSRF does not implement a leveling system.
What each example demonstrates
- The Goblin is a normal resettable enemy.
- The Boss demonstrates a persistent One Shot defeat.
- Breakables are genuinely destroyed and restored.
- Movable props return to captured transforms.
- The Trap rearms and the reset Door closes.
- The Permanent Shortcut and its gate remain open after Rest.
- The Unique Pickup remains consumed.
- The One Shot chest remains open.
- The linked Door resolves the current Lever instance by WSRF Stable ID.
- Rest Sites demonstrate Discovery, Activation, Current Rest Site state, Rest, Fast Travel, Respawn, thumbnails, and Quick Save / Quick Load.
BP_WSRF_BreakableProp uses Engine primitive placeholders and has no SDF or Chaos dependency.
Replace its Intact Mesh and Fragment Meshes with your own redistributable assets.
Product boundary
The Demo gameplay lives in the removable WorldStateResetFrameworkDemo DeveloperTool module. Its
Quick Save contains WSRF world and Rest Site state only. It is not an example of a complete RPG
SaveGame and does not save Health, Inventory, Currency, Equipment, Quests, or character progression.
Last updated: 2026-09-04