World State Reset Framework Documentation

Guides, Blueprint and C++ API reference, World Partition, persistence and editor tooling documentation for World State Reset Framework.

What World State Reset Framework is

World State Reset Framework (WSRF) restores selected parts of an Unreal Engine world to a known state without reloading the level. It also includes an optional Rest Site / Checkpoint module built on the same world-state foundation.

The core is built from three pieces:

  • a world subsystem that owns the records, the region index and the reset pipeline;
  • a state component you add to any Actor that should take part;
  • an editor toolset that inspects, validates and repairs that setup.

The plugin ships four modules: WorldStateResetFrameworkRuntime (shipped with the game), WorldStateResetFrameworkEditor (editor only), WorldStateResetFrameworkDemo (the playable demo, a removable DeveloperTool module) and WorldStateResetFrameworkNiagara (an optional runtime capture adapter — the core never loads Niagara itself). The Runtime module has no dependency on the editor module, on Souls Destruction Framework, or on any purchased content.

What problems it solves

A checkpoint-driven game usually ends up writing separate, slightly different logic for each of these:

  • enemy respawn;
  • destroyed props;
  • traps that must re-arm;
  • doors that must close again;
  • shortcuts that must stay open;
  • unique pickups that must stay consumed;
  • runtime-spawned objects that must disappear;
  • permanent world changes that must survive a save.

Each of those is easy alone. Together they become an ordering problem, an identity problem and a streaming problem: which Actor is that Actor after it was destroyed, after its cell unloaded, after the player reloaded a save, or after the level designer duplicated the Level Instance?

WSRF centralises the reset contract without owning any of those gameplay systems. Your checkpoint logic decides when to reset. WSRF decides what that means for each managed Actor.

Architecture overview

Gameplay / Checkpoint System
    ↓
FWSRFResetRequest
    ↓
UWSRFWorldStateSubsystem
    ↓
Region + Stable ID Registry
    ↓
Prepare
    ↓
Remove Runtime Actors
    ↓
Respawn Missing Actors
    ↓
Restore Automatic State
    ↓
Restore Attachments
    ↓
Restore Custom State
    ↓
Completed Report

The pipeline runs synchronously on the game thread, in a deterministic dependency-aware order: a parent is restored before its attached children, independent Actors follow ascending ResetPriority, and the Stable ID is the final tie-break. A reset requested from inside a callback is queued FIFO and starts only once the active reset has fully finished. One invalid Actor produces an error in the report without stopping the rest of the region.

Supported workflows

WorkflowEntry point
Reset one region after a checkpoint or player deathReset World Region
Reset with a custom reason tag and full controlRequest Reset with FWSRFResetRequest
Respawn placed Actors destroyed during playautomatic, per record, exactly once
Remove Actors spawned during playRuntimeActorBehavior on the policy
Keep a permanent changePersistent persistence mode
Consume something once, foreverOne Shot persistence mode
Store your own gameplay stateIWSRFResettable plus the Writer/Reader API
Reference another Actor safelyStable IDs plus Find Loaded Actor
Reset inside a Level InstanceReset World Region In Context
Save and load permanent world stateCapture / Apply WSRF Persistent State
Inspect, validate and repair a levelWorld State Inspector

Rest Site / Checkpoint module

The optional Rest Site module turns the reset core into a complete checkpoint loop without owning your game’s RPG systems:

  • an Undiscovered -> Discovered -> Activated lifecycle with manual, interaction and proximity-based workflows;
  • authoritative Rest orchestration and project-owned Rest Effects hooks;
  • player respawn at the Last Activated Rest Site or a specific Rest Site;
  • same-world and cross-world Fast Travel with streaming-aware placement;
  • optional WSRF Quick Save / Quick Load, including return to the saved checkpoint;
  • Blueprint-ready integration with a project-owned USaveGame;
  • reusable Rest Site Profiles and seven explicit Local Override groups;
  • native and arbitrary Custom Rest Actions with Gameplay Tag conditions;
  • replaceable Rest Menu, Fast Travel and destination-row Widget Blueprints;
  • manual or captured Fast Travel thumbnails using an independent Thumbnail Capture View.

Start with the Rest Site Quick Start.

Supported engine versions

EngineStatus
Unreal Engine 5.7Validated. Strict plugin build, editor, game and shipping targets, independent-project functional test — all on 5.7.4.
Unreal Engine 5.8Validated. Same gate set on 5.8.1, including the gameplay and persistence test in an independent project.

No other engine version is claimed. The source selects the correct Data Layer naming API per engine version, which is why both are supported rather than one being an untested assumption.

Blueprint and C++ support

Normal use requires no client C++. The state component, the presets, the subsystem, the reset nodes, the Custom State Writer and Reader, and both persistence nodes are Blueprint-callable.

C++ projects can include the Runtime public headers directly and call the same API. The editor services — Inspector, validation, manifest builder — are editor-only C++ and are not part of the customer runtime API.

Intended game genres

WSRF was built for games where the world is expected to snap back to a known state on a schedule the player understands:

  • souls-likes and action RPGs;
  • roguelites;
  • dungeon crawlers;
  • any checkpoint-driven or arena-based game;
  • level-based games that reuse a single map across many attempts.

Scope limitation

Scope limitation

WSRF owns deterministic world state and the optional Rest Site orchestration described above. It does not own Health, Inventory, Currency, Equipment, Quests, Leveling, Skills, Spells, Crafting, Combat or Enemy AI — Project Bridge and Custom State hooks connect those project systems without turning WSRF into a full RPG framework. It is not a networking solution or a full SaveGame system: the Rest Site Quick Save is a WSRF-only slot, and a full game save stores the WSRF payload inside your project-owned USaveGame. Network replication is not currently validated or advertised.

Where to go next

Rest Site pages

Task guides

Step-by-step recipes for common integrations: Reset an Enemy, Reset a Trap, Connect a Lever and a Door, Keep a Shortcut Open, Create a Unique Pickup, Restore a Destroyed Prop, Reset Runtime Actors, Use Custom State, Save Persistent World State, Use World Partition.

Last updated: 2026-09-04

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