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API Reference

Subsystem​

BlueprintCallable methodContract
GetHealthComponent(Pawn)First USurvHealthComponent on Pawn, or null
GetFoodComponent(Pawn)First USurvFoodComponent on Pawn, or null
GetStaminaComponent(Pawn)First USurvStaminaComponent on Pawn, or null
GetTempComponent(Pawn)First USurvTempComponent on Pawn, or null
UpdateHealthComponent()External-mode pulse for every health subscriber
UpdateFoodComponent()External-mode pulse for every food subscriber
UpdateStaminaComponent()External-mode pulse for every stamina subscriber
UpdateTempComponent()External-mode pulse for every temperature subscriber

GetSurvivalSettings, UpdateOnCrossAffectTriggerSet and UpdateOnCrossAffectTriggerRemoved are native UFUNCTIONs without BlueprintCallable. OnHealthUpdate, OnFoodUpdate, OnStaminaUpdate and OnTempUpdate are BlueprintAssignable pulse delegates.


Component Activation​

Each component exposes SetComponentActive and SetComponentInactive as BlueprintCallable. These are plugin routines, not equivalent to setting the generic ActorComponent active flag: they load/reset settings and bind/unbind simulation delegates. Activation requires a Pawn owner and authority.


Interface Queries​

InterfaceQuery functions
I_HealthCompGetHealth, GetArmor, GetHealthTagContainer, GetHealthModifierValue
I_FoodCompGetFoodValue, GetWaterValue, GetFoodTagContainer
I_StaminaCompGetStaminaValue, GetStaminaTagContainer, GetStaminaModifierValue, GetFitnessModifierValue
I_TempCompGetTemperature, GetTempTagContainer

These are BlueprintCallable BlueprintNativeEvent functions, not necessarily BlueprintPure nodes. In C++, use generated II_::Execute_ calls on the component so Blueprint overrides participate.


Interface Mutations​

InterfaceMutation functions
I_HealthCompAddHealth, AddArmor, HandleRevive, ResetHealthGameplayTags, UpdateAddModifier, ResetToDefaults, AppendCrossAffect, RemoveCrossAffect
I_FoodCompAddFood, AddWater, AddFoodGameplayTag, SetFoodGameplayTag, ResetFoodGameplayTag, UpdateAddModifier, UpdateReduceModifier, ResetToDefaults, AppendCrossAffect, RemoveCrossAffect
I_StaminaCompAddStaminaGameplayTag, RemoveStaminaGameplayTag, ResetStaminaGameplayTag, UpdateStaminaModifier, UpdateFitnessModifier, ResetToDefaults, AppendCrossAffect, RemoveCrossAffect
I_TempCompSetTempGameplayTag, ResetTempGameplayTag, UpdateAddModifier, UpdateReduceModifier, ResetToDefaults, AppendCrossAffect, RemoveCrossAffect

No direct public numerical AddStamina/RemoveStamina or AddTemperature/RemoveTemperature interface is supplied. Damage is handled by the Pawn's OnTakeAnyDamage binding, not a public survival ApplyDamage node. FitnessValue is a replicated property rather than a dedicated numeric getter in I_StaminaComp.


Native Signature Appendix​

Header Reference retains every reflected function/property declaration, defaults, access section and enum. UFUNCTION without BlueprintCallable/BlueprintPure is not a general Blueprint node. Public C++ methods are not automatically network calls. Component Behavior describes formulas and Authority the current guard differences.