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Debug and Testing

Use the SurvivalSubSystem Output Log category. Check activation before investigating numeric mutation failures: PawnRef must be initialized by SetComponentActive and have authority.

TestVerify
Fresh activationSettings defaults copied; expected initial tags; update delegates bound
Repeated activation/deactivationDefaults reset deliberately, subscriptions and downed timer behavior understood
Health/armor damageArmor consumed first; remaining damage applied; tags stay consistent after life transitions
Revive/downed/deathLethal hit ordering, timer enable flag, revive permission and regeneration while downed/dead
Food/water pulsesCorrect per-pulse quantity, Hungry/Thirsty tags, threshold tags and replenishment
Stamina movementMoving and Running combination, exhaustion/recovery, effective modifier/cap
TemperatureHeating/cooling priority, threshold callbacks and values beyond thresholds
Cross-affectsSource whitelist, manager initialization, exact key and overlapping source removal
UI/late joinInitial snapshot, replicated tags, client threshold configuration and special event behavior
Travel/respawnTimers belong to current world; new component activation and HUD binding

Run Standalone, listen-server PIE and dedicated-server PIE separately, then packaged tests with multiple clients and network simulation. The default Standalone pulse exclusion and world-ready timing need particular attention. Debug Blueprint actors are examples to inspect, not a verified automated test suite.

This documentation task performed static checks only. Implementation Limits provides source findings to turn into targeted integration tests.