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.

EntryWhat the Actor does afterwards
EnemyComes back when the player rests at a bonfire, dies, or the region resets
Boss / EliteStays defeated permanently, even after resting at a bonfire
Breakable PropReassembles when the player rests at a bonfire, dies, or the region resets
Persistent ShortcutKeeps its opened or changed state when the player rests or returns later
Unique PickupStays collected permanently after the player picks it up
TrapRearms when the player rests at a bonfire, dies, or the region resets
Runtime ActorRemoves 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 Component if 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:

EntryPurpose
Assign Region ▸Set the region on every selected Actor
Validate SelectionValidate only the selection, without scanning the whole world
Open in World State InspectorJump 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.

Last updated: 2026-09-04

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