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UI Integration

The content includes BP_SurvivalHealth, BP_SurvivalArmor, BP_SurvivalStamina, BP_SurvivalFood, BP_SurvivalWater and BP_SurvivalTemperature. These are Blueprint widget assets; no native Survival widget base class or mandatory BindWidget hierarchy is provided in this runtime source.


Bind the Current Pawn​

  1. Resolve the owning player's current Pawn and the desired component through the subsystem getters.
  2. Query the current value and tags when constructing the HUD so it includes state received before binding.
  3. Bind OnHealthChanged/OnArmorChanged, OnFoodChanged/OnWaterChanged, OnStaminaChanged/OnFitnessChanged or OnTemperatureChanged.
  4. Bind the appropriate state-tag delegate for status presentation.
  5. Unbind/rebind when closing the widget or replacing the Pawn after respawn/possession.

Queries read replicated state. They do not initialize components or forward mutations to the server. For a normalized bar, supply a project-configured display maximum; private component maxima have no corresponding public getter and are not replicated.

Use replicated life tags for client Downed/Dead presentation: OnDowned/OnDied are emitted by server mutation paths, not client OnRep. Food/temperature threshold callbacks also depend on uninitialized private client settings in the current code. UI can request an action through the project RPC layer but should not directly own or rewrite survival values.

Asset existence was verified; inspect the example Blueprint graphs before relying on their bindings or startup assumptions. See Example Assets.