Rest Site settings reference

Every Rest Site project setting — defaults, UI and interaction, fast travel, thumbnails, compatibility redirects, effective per-site capabilities and site-owned data — with defaults and effects.

Open Project Settings → World State Reset Framework → Rest Sites for project-wide defaults. A linked Profile and explicit Local Override group can replace the applicable values for a Rest Site. Resolution is always:

Project Defaults -> Profile -> explicit Local Override

Project defaults

SettingDefaultEffect
Default PresetSouls-like BonfireInitial Rest Site preset. A preset is copied initial configuration, not a live Profile.
Default Save ModeWSRF Quick SaveSelects automatic save integration: Disabled, Project Save, WSRF Quick Save, or Both. Both reuses one captured payload.
Save On RestEnabledSeeds Rest-triggered saving. Still requires effective Save Enabled and a non-Disabled Save Mode.
Save On First ActivationEnabledSeeds Save On Activation. First Rest and activation save are coalesced.
Default Quick Save SlotWSRF_QuickSaveWSRF-only slot name. Does not select the project’s own RPG save slot.
Rest On First ActivationEnabledRuns Rest after first Activation — for checkpoints that immediately reset/rest on activation. Runs only for the first real Activation.
Open Menu After ActivationEnabledOpens the Rest Menu after Activation. Waits for first Rest to finish.
Show Activation MessageEnabledEnables the default activation message. Empty FText remains silent.
Default Discovery ModeManualSeeds automatic Discovery behavior; use proximity discovery project-wide when desired. Explicit Blueprint discovery always remains available.
Default Activation ModeInteractionSeeds automatic Activation behavior: interaction, manual, or overlap. Explicit subsystem Activation always remains available.
Show Discovery MessageEnabledEnables the default Discovery message. Presentation remains optional.
Default Discovery MessageRest Site DiscoveredLocalizable Discovery text (FText).
Default Activation MessageRest Site ActivatedLocalizable Activation text (FText).
Abort On Reset FailureDisabledDetermines whether partial region-reset failure aborts Rest. Enable only if project rules require all-or-nothing Rest; Disabled reports Succeeded With Warnings.
Default Transition ModeNext FrameRest Site operation barrier: Immediate, Next Frame, or Manual Continue. Manual Continue requires the matching Continue node.
Operation Timeout Seconds15 secondsTimeout for accepted operations; tune streaming/transition tolerance. Minimum 1 second in Project Settings.
Project Bridge ClassWSRF Rest Site Project BridgeProject gameplay integration hooks — override Rest effects, saves, action rules, travel rules/costs, or fallback. Blueprintable and synchronous in 1.0.

UI and interaction

SettingDefaultEffect
Menu Presenter ClassWSRFRestSiteUMGPresenterOpens and coordinates the Rest Site UI. Replace only for an advanced presenter implementation; normal visual customization uses Widget Classes instead.
Enable Provided InteractionEnabledEnables WSRF’s optional interaction route. Turn off when the project owns interaction; no external interaction framework is required.
Keyboard Mouse Interact KeyEProvided interaction key, stored as an InputCore key name.
Gamepad Interact KeyFace Button BottomProvided gamepad key. Visual prompt family is resolved separately.
Rest Menu Widget ClassWBP_WSRF_RestSiteMenu_DefaultMain Rest Menu presentation. Invalid/empty custom values fall back to the official WBP.
Fast Travel Widget ClassWBP_WSRF_FastTravelReplaces the complete Fast Travel view. Resolved through the UI override group.
Fast Travel Destination Row Widget ClassWBP_WSRF_FastTravelDestinationRowReplaces row layout independently. Passed into the Fast Travel view from effective configuration.
Default AudioBundled WSRF soundsUI and menu audio defaults: Open, Close, Navigate, Confirm, Back, Unavailable, ambient, or music. Missing sounds are silent; Back uses Close by default.
Default Rest Screen TransitionEnabled; 0.14 s flash, 0.30 s fade out, 0.15 s hold, 0.42 s fade inWarm flash/fade defaults for the Rest transition. Presentation-only; no permanent Tick.

See Menu UI and Widgets for the three replacement levels.

Fast Travel defaults

SettingDefaultEffect
Set Destination As CurrentEnabledMakes the successful destination the Current / Last Activated Rest Site. Updated only after successful player placement.
Reset Region On ArrivalDisabledResets the destination region after arrival. Post-arrival failure is a warning, not a false “travel never happened”.
Save On ArrivalDisabledRequests the configured save after arrival. Requires effective Save Enabled and a non-Disabled Save Mode.
Show Discovered Destinations As LockedEnabledIncludes Discovered but non-Activated rows as locked. Only Activated destinations are executable.

Destination-specific capability also depends on effective Fast Travel Enabled, Travel Group, live destination validity, World Identity, arrival transform, and Project Bridge preflight — see Fast Travel.

Thumbnail defaults

SettingDefaultEffect
Default Thumbnail Resolution1024 x 576Generated texture size, balancing quality and asset size. Clamped from 64 to 4096 per axis.
Default Thumbnail FOV60 degreesFallback capture FOV, used when no live camera value is available. An existing Thumbnail Capture View camera FOV wins.
Default Thumbnail Aspect Ratio16:9Fallback capture aspect, matching the default Fast Travel frame. Camera aspect wins when present.
Default Thumbnail Output Path/Game/WSRF/RestSiteThumbnailsGenerated Texture2D location. Used only by explicit Capture Thumbnail.
Default Rest Site Profile Output Path/Game/WSRF/RestSiteProfilesNew Profile location. Used only by Save Setup as New Profile.

See Thumbnails.

Compatibility

SettingDefaultEffect
World Identity RedirectsEmptyMaps an old World Identity to a destination world asset, for intentional map rename/migration. No heuristic rename matching is performed.

Redirects are used by cross-world Rest Site save/load and travel validation. The destination still must pass live World Identity validation after loading.

Effective Rest Site capabilities

These values are authored in a Rest Site or Profile. They are not all global Project Settings:

SettingTypical defaultEffect
Respawn EnabledEnabledAllows Respawn to use this site. Target must be Activated.
Region Reset EnabledEnabledLets Rest/Respawn reset the assigned region. Requires a valid Reset Region for region work.
Save EnabledEnabledMaster Rest Site save gate. Overrides every Save On Rest/Activation/Arrival trigger.
Fast Travel EnabledEnabledAllows source/destination Fast Travel capability. Site Behavior can override this locally.
Custom Actions EnabledEnabledMaster Custom Action gate. Native actions remain independent.
Set As Current On ArrivalEnabledUpdates Current Rest Site / Last Activated Rest Site after travel. Applied only after placement.
Reset Region On ArrivalDisabledOptional post-travel reset. Failure becomes an arrival warning.
Save On ArrivalDisabledOptional post-travel save. Uses the shared Save Mode policy.
Save On RestEnabledOptional Rest save trigger. Requires Save Enabled.
Save On ActivationEnabledOptional first-Activation save trigger. Coalesced with first Rest.
Rest On First ActivationEnabledRuns the real Rest pipeline after first Activation. Never duplicates reset/save logic.
Open Menu After ActivationEnabledOpens the menu after Activation/first Rest. False leaves menu control to the project.
Discovery ModeManualManual or proximity Discovery. Discovery remains distinct from Activation.
Activation ModeInteractionManual, interaction, or proximity Activation. Activation auto-discovers first.

Site-owned data

The following remain local to each Rest Site and are never inherited as shared Profile identity:

  • Display Name;
  • Travel Group;
  • Reset Region;
  • Stable ID and Rest Site state;
  • Thumbnail;
  • Player Respawn Point;
  • Fast Travel Arrival Point;
  • Thumbnail Capture View.

The seven override groups

The explicit override groups are Actions, UI Widget Classes, Audio, Activation Presentation, Rest Presentation, Fast Travel Presentation, and Site Behavior. See Profiles and Overrides for exact ownership and whole-array action replacement, and the Bonfire & Checkpoint overview for the module as a whole.

Save Mode reference

ModeWSRF slotProject Bridge
DisabledNoNo
Project SaveNoYes
WSRF Quick SaveYesNo
BothYesYes

See Save and Quick Save.

Project data stays project-owned

WSRF does not save Inventory, Quests, Level, Equipment, Currency, Health, Skills, or character progression unless the project stores those systems separately.

Last updated: 2026-09-04

Type to search titles, sections and keywords.