Rest Site quick start

Create a working Rest Site from a placed Actor with Make Rest Site — identity, region, placement helpers, actions, a reusable Profile, a thumbnail and a PIE test pass.

This workflow creates a usable Rest Site on an existing placed Actor. It does not use another Rest Site Actor as a template — reuse happens through Profiles, never by copying Actors.

1. Make the first Rest Site

  1. Select the Actor that represents the checkpoint.
  2. Right-click it in the Level Editor.
  3. Choose World State Reset Framework → Make Rest Site:
Right Click
└─ World State Reset Framework
   └─ Make Rest Site
  1. Choose one of the built-in initial configurations:
    • Basic Checkpoint
    • Souls-like Bonfire
    • Save Point
    • Fast Travel Shrine
    • Custom
  2. Alternatively, select an existing Rest Site Profile from the same dialog.

The command adds the required Rest Site and World State components, preserves a stable identity, and creates separate placement helpers where needed.

2. Configure identity and region

In the Rest Site component:

  • Set Display Name to the player-facing name.
  • Set Travel Group when only matching groups should travel together.
  • Assign Reset Region to the region Rest should reset.
  • Choose the required Discovery and Activation behavior — see Discovery and activation.

Run Validate Rest Site after setup. Health Check messages identify missing identity, region, placement, Profile, action, save, and travel configuration.

3. Position the three independent helpers

Select the helper component in the Actor’s Components tree and transform it directly:

HelperUsed by
Player Respawn PointPosition and rotation used by death Respawn and Quick Load return
Fast Travel Arrival PointPosition and rotation used after Fast Travel
Thumbnail Capture ViewEditor-only camera used by Capture Thumbnail

These helpers are intentionally independent of the presentation mesh. Do not rotate the whole checkpoint merely to aim a camera or change arrival facing.

If one is missing, use Create Missing Placement Points.

4. Configure actions and presentation

The chosen preset creates an initial action list:

PresetInitial actionsMain capability
Basic CheckpointRestRegion reset / respawn; no implicit save
Souls-like BonfireRest, Fast Travel, SaveFull default Rest Site
Save PointSaveSaving
Fast Travel ShrineFast TravelTravel destination/source
CustomNoneFully authored setup

Actions remain data-driven. Add Custom Actions by giving them a unique Action ID and handling them in the Project Bridge. See Rest actions and custom actions.

5. Create a reusable Profile

The official scalable workflow is:

Configure first Rest Site → Save Setup as New Profile... → assign that Profile to later Rest Sites

Select the configured Rest Site and click Save Setup as New Profile…. WSRF exports the effective shared configuration, including inherited Profile values and Local Overrides. Identity, Display Name, Reset Region, state, thumbnail, and placement transforms remain local to the Rest Site.

Create later sites with Make Rest Site, choose the saved Profile, then set only their location-specific data.

Preset versus Profile

  • A Preset is initial configuration copied into a Rest Site.
  • A Profile is a reusable Data Asset with a live link.

Editing a linked Profile changes the effective behavior of every linked Rest Site without rewriting their maps. Do not use one Rest Site Actor as a template for another. See Profiles and local overrides for the resolution order and the Local Override groups.

6. Thumbnail

Either assign a custom Texture2D to Thumbnail, or position Thumbnail Capture View and click Capture Thumbnail. A manually assigned image is never silently overwritten. See Thumbnails.

7. Test in PIE

Verify:

  1. proximity Discovery if enabled;
  2. interaction or automatic Activation;
  3. Rest and region reset;
  4. menu input with mouse, keyboard, and gamepad;
  5. Fast Travel between two Activated sites;
  6. Respawn at the Player Respawn Point;
  7. the selected Save Mode.

What WSRF deliberately does not own

The project owns Health, Inventory, Currency, Equipment, Quests, Leveling, Skills, Spells, Crafting, Combat, and Enemy AI. WSRF supplies integration hooks; it does not invent those systems.

Last updated: 2026-09-04

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