Right-click setup and Health Check
Configure one Actor or forty in a single right-click, apply the same behaviour to an entire Blueprint class, and read a per-Actor Health Check that explains exactly what will and will not be restored.
Adding the component and picking a preset in the Details panel works, and always has. This page covers the faster path, and the panel that tells you whether your setup is actually going to do what you expect.
Right-click an Actor
Select one Actor — or forty — in the viewport or the World Outliner, right-click, and open World State Reset Framework.
| Entry | What the Actor does afterwards |
|---|---|
| Enemy | Comes back when the player rests at a bonfire, dies, or the region resets |
| Boss / Elite | Stays defeated permanently, even after resting at a bonfire |
| Breakable Prop | Reassembles when the player rests at a bonfire, dies, or the region resets |
| Persistent Shortcut | Keeps its opened or changed state when the player rests or returns later |
| Unique Pickup | Stays collected permanently after the player picks it up |
| Trap | Rearms when the player rests at a bonfire, dies, or the region resets |
| Runtime Actor | Removes spawned copies when the player rests, dies, or the region resets |
Below a separator: Custom / Advanced Setup… adds the component and opens it in the Details panel for hand configuration.
Choosing an entry does everything in one action:
- adds
WSRF State Componentif the Actor does not have one; - applies the preset;
- generates a Stable ID if one is missing;
- keeps the default region, so the Actor is immediately valid without a second step.
One action, one undo
A single Ctrl+Z reverses the whole selection, not just the last Actor. Forty barrels configured
in one right-click are forty barrels undone in one undo.
The rest of the menu:
| Entry | Purpose |
|---|---|
| Assign Region ▸ | Set the region on every selected Actor |
| Validate Selection | Validate only the selection, without scanning the whole world |
| Open in World State Inspector | Jump to the full diagnostic view |
| Remove WSRF… | Remove the component. Asks for confirmation |
Removing WSRF discards the Stable ID
The confirmation says so explicitly: the Stable ID is lost, and any World Manifest entry that referenced it becomes orphaned. Rebuild the manifest afterwards.
Right-click a Blueprint
The same menu appears on Actor Blueprints in the Content Browser. There it adds the component to the class, so every instance — those already placed and those you place later — inherits the configuration.
Stable IDs remain per instance. The class template never owns one, and two instances of the same Blueprint never share an ID.
The menu does not appear on Static Meshes, materials or textures. There is nothing to attach a component to.
Make Rest Site
Right-click a placed Actor and choose World State Reset Framework → Make Rest Site. The dialog offers built-in Rest Site presets and existing project Profiles. Setup creates or preserves the required World State identity and adds independent Player Respawn Point, Fast Travel Arrival Point and editor-only Thumbnail Capture View helpers.
The Rest Site Details customization provides:
- Open Profile and Save Setup as New Profile…;
- Reset All Overrides to Profile;
- Add Common Actions, with an explicit linked-Profile versus Local Override choice;
- action Up / Down controls that rewrite deterministic Order values;
- Create Missing Placement Points;
- Auto Detect Region;
- Preview Menu;
- Capture Thumbnail and Auto Frame Camera;
- Validate Rest Site and its designer-facing Health Check.
Removing a Rest Site keeps the World State identity
Remove WSRF Rest Site… removes the Rest Site component and its placement helpers but preserves the Actor’s World State component and Stable ID, so existing persistence identity is not broken. Rebuild the World Manifest if saved Rest Site references may now be obsolete.
Health Check
Select a configured Actor and open the Health Check in the World State Inspector. It answers one question: why does my Actor not reset the way I expect?
It reports three things.
Configuration. Whether the Actor has a Stable ID, a region, at least one trigger consistent with its mode, a respawnable class if it can be destroyed, and a managed attachment parent if it is attached. Anything missing comes with the corrective action.
What will actually be restored. Not a generic list — the Actor’s real components, resolved through the same capturer registry the runtime uses. A Character reports its skeletal mesh, its capsule, its audio component, and what each one restores.
What will not be. Split into two honest categories: state that is out of scope by design — health, AI, inventory, progression, which belong in Custom State — and the known deterministic limits of the capturers, such as per-bone pose or live particles.
Then a single next action, in plain language.
It reads the real registry
The Health Check resolves components through the same registry the runtime uses, including any capturer a project has registered itself. What it tells you is what will happen.
Filtered tag pickers
Reason and region fields only offer the tags that belong there — WSRF.Reset.* for reasons,
WSRF.Region.* for regions — instead of every tag in the project.
Related pages
Last updated: 2026-09-04