Release notes
Release history for World State Reset Framework, with engine compatibility, validation evidence and the known limitations of each version.
This page records the release history of the plugin itself. The site-wide changelog presents the same information across all GreyFox Studio products.
1.0.0 — Rest Site / Checkpoint module
| Version | 1.0.0 |
| Date | 2026-09-05 |
| Engine compatibility | Unreal Engine 5.7 and 5.8 |
| Descriptor state | Non-beta — plugin descriptor, save metadata and changelog all read 1.0.0 |
| Marketplace status | Published on Fab |
The Rest Site / Checkpoint module ships in this version. Beyond the module itself, 1.0.0 closes a full independent code audit: every finding from the audit — including streaming/World Partition identity, operation lifecycle, activation effects and UI authority — was fixed, independently verified against the current source, and locked by automated regression tests.
- Added Rest Sites with persistent
Undiscovered -> Discovered -> Activatedstate, manual/proximity Discovery, manual/interaction/proximity Activation, and central Current Rest Site / Last Activated Rest Site events. - Added the authoritative Activation coordinator with optional Activation presentation, Rest On First Activation, Save On Activation, Open Menu After Activation, and duplicate-save coalescing.
- Added reusable Rest Site Profiles with live linking, effective-configuration export, preloading, and seven explicit Local Override groups: Actions, UI Widget Classes, Audio, Activation Presentation, Rest Presentation, Fast Travel Presentation, and Site Behavior.
- Added native Rest, Fast Travel, and Save actions plus arbitrary project Custom Actions, localizable descriptions, deterministic order, Hidden/Disabled behavior, Gameplay Tag Queries without a GAS requirement, Project Bridge eligibility, execution context, re-entry protection, and event-driven menu refresh.
- Added default Rest Menu and Fast Travel Widget Blueprints, neutral duplication templates, replaceable destination rows, device-aware prompts, configurable UI audio, and official Widget Blueprint fallback.
- Added same-world and cross-world Fast Travel with authoritative eligibility, Current-site rejection, pure project preflight, optional Prepare/Commit/Cancel cost hooks, presentation requests, World Identity validation, streaming waits, separate arrival placement, and exact-once results.
- Added independent Player Respawn Point and Fast Travel Arrival Point transforms, Respawn at Last Activated Rest Site or a specific Rest Site, Player Death reset semantics, Manual Continue alias, and project fallback hooks.
- Added explicit Thumbnail Capture View, scene-based Capture Thumbnail, automatic framing, manual-image protection, configurable 1024 x 576 defaults, and Fast Travel thumbnail fallbacks.
- Added Rest Site SaveGame integration with Disabled, Project Save, WSRF Quick Save, and Both modes; one-capture payload reuse; multi-world envelopes; Quick Save / Quick Load; and same-/cross-world return to the saved Last Activated Rest Site without Player Death semantics.
- Added Activation, Rest, Fast Travel, Respawn, Quick Load, save, action, UI-class, arrival-transform, Profile, and effective-configuration Health Check diagnostics.
- Added optional audio, VFX, Player Montage, Level Sequence, message, and screen-transition presentation hooks without making any presentation asset mandatory.
0.6.0 — pre-release
| Version | 0.6.0 |
| Date | 2026-08-30 |
| Engine compatibility | Unreal Engine 5.7 and 5.8 (validated on 5.7.4 and 5.8.1) |
| Descriptor state | Beta version |
| Marketplace status | Not published |
Scope of this version
Runtime, editor tooling, streaming support, persistence and the product demo are all in place:
- world-state subsystem with a deterministic, dependency-aware reset pipeline, FIFO nested resets with a 64-operation drain guard, Game Thread validation and queued-result correlation;
WSRF State Componentwith automatic Stable IDs;- seven behaviour presets: Enemy, Boss / Elite, Breakable Prop, Permanent Shortcut, Unique Pickup, Trap, Runtime Actor;
- Gameplay Tag regions with child-region matching, per-region indexing and filtered tag pickers;
- exact-once respawn of genuinely destroyed placed Actors;
- automatic state capture: transform, tags, visibility, collision, tick, attachments, supported Instance Editable properties, and layered component capture for Scene, Primitive, Static Mesh, Skeletal Mesh, Child Actor, Audio and optional Niagara components;
- versioned Custom State Writer/Reader with
IWSRFResettable; - Stable-ID dependency restoration and deterministic restore ordering;
- World State Inspector with statistics, filters, validation, ID repair, PIE reset preview and debug visualization, plus per-Actor Health Check and one-click right-click setup for level Actors and Actor Blueprints;
- World Partition support with a cookable World Manifest, effective identity and Pending Restore;
- Level Instances, Data Layers and streamed sublevels;
- persistence adapter with schema-3 snapshots, automatic migration of schema-1 and schema-2 saves, compact Custom State storage, deferred restore and an optional migrator hook for project-owned legacy formats;
- playable demo map with authored environment content and demo Blueprints, in a removable DeveloperTool module.
Validation evidence
All figures below come from the phase 6 validation run.
| Check | Result |
|---|---|
| UE 5.7 automated regression | 30 tests, 30 passed, 0 warnings, 0 failures, 13.352 s |
UE 5.7.4 BuildPlugin -StrictIncludes | Passed |
| UE 5.7.4 Editor / Game Development / Game Shipping | Passed |
| UE 5.7.4 independent-project functional test | Passed |
| UE 5.7.4 packaged Development gameplay probe | Passed |
UE 5.8.1 BuildPlugin -StrictIncludes | Passed |
| UE 5.8.1 Editor / Game Development / Game Shipping | Passed |
| UE 5.8.1 independent-project product UX test | Passed |
| UE 5.8.1 independent-project gameplay/persistence test | Passed, 0 warnings, 0 failures |
| Packaged demo auto-test | WSRF_DEMO_PACKAGED_PASS, exit code 0, about 2.1 s |
Gameplay validation covers exact-once respawn of three genuinely destroyed breakables, enemy respawn, trap rearm, reset door closure, persistent shortcut retention, one-shot retention, runtime Actor removal, Lever/Door reconstruction by Stable ID, and demo persistence capture/apply.
Dependency audit on the shipped source: no authored absolute development paths, no content references to a development project, and no Runtime or Demo dependency on UnrealEd, Slate, WorldPartitionEditor, Souls Destruction Framework or Coalborn.
After the phase 6 gate, the framework went through an independent 19-item correction pass (completed 2026-08-30) covering one-shot semantics, callback and record lifetime, queued-reset correlation and the queue drain guard, capture timing, module structure, demo content, export performance, import diagnostics and the schema-3 persistence format. Runtime corrections landed with dedicated automated regression tests in the development project’s suite — project automation tests deliberately live outside the packaged plugin.
Known limitations
- Network replication is not implemented or validated.
- SaveGame serialization dominates persistence cost at scale: the worst-case 10,000-record fixture is about 333 MB uncompressed and 2.3–2.6 s each way on the test machine — capture at an explicit save boundary. Measured compression reduced payload size by roughly 75–85%.
- Automatic capture is deliberately bounded: object graphs, arbitrary
UObjectproperties, arrays, maps, sets and component construction data are excluded. - No dedicated customer-facing World Partition showcase map ships yet; the validated technical fixtures remain the advanced proof while the demo stays focused.
- A novice human five-minute onboarding check and the planned real-world crash test are still outstanding before a Release Candidate is declared.
- Support, documentation and marketplace URLs plus final seller metadata require owner-provided values.
Version numbering
Until the first published release, the version in the plugin descriptor is authoritative. Compatibility statements on this site always name the exact engine version that was validated, never a range that was assumed.
Compatibility notes
From the plugin changelog:
- Snapshot schema 3 is current. Normal import automatically migrates WSRF-owned schema 1 and schema 2 data; project-owned Custom State versions remain unchanged.
- Rest Site additions and result fields are append-only. Existing serialized public properties and legacy Rest Site APIs remain available.
- Continue Fast Travel Transition remains available; Continue Respawn Transition is the clear Respawn alias.
- The component-level Activate Rest Site state primitive remains available; the subsystem coordinator is the recommended player workflow.
- The legacy Custom Action hook remains supported through the context-aware authoritative Project Bridge hook.
- Existing behavior-preset enum values retain their serialized values; Boss / Elite was appended.
- Existing Gameplay Tags outside the WSRF picker roots remain readable and functional.
- Automatic component sections use explicit presence/version metadata. Missing legacy sections preserve construction/Blueprint values.
Earlier development phases
Version numbers below 0.6.0 were internal development milestones rather than public releases. They
are listed for context, since the architecture pages refer to them.
| Version | Phase | Delivered |
|---|---|---|
0.5.0 | Persistence adapter | Versioned snapshot export/import, deferred restore, compatibility checks, migration hook, structured import reporting |
0.4.0 | World Partition and streaming | Cookable World Manifests, effective identity, StreamedOut and Pending Restore, fail-safe respawn, behaviour presets |
0.3.0 | Editor tooling | World State Inspector, validation, transactional ID repair, PIE reset preview, debug visualization |
0.2.0 | Custom state and ordering | Writer/Reader API, IWSRFResettable, attachment-aware topological ordering, reset priority, FIFO nested resets |
0.1.0 | Core proof | Subsystem, state component, Stable IDs, policies, requests, reports, events, destroyed-Actor respawn, region isolation |
Upgrade notes
There is no earlier public version to upgrade from. When upgrading between future versions:
- Read the changelog entry for every version you are skipping.
- Take a source-control snapshot.
- Run Validate World State on a representative level.
- Rebuild the World Manifest on streamed maps and confirm Manifest Valid.
- Verify that existing persistence snapshots still report
Compatible.
Last updated: 2026-09-09