Component Setup and Activation
Choose Components
| Component | State owned |
|---|---|
| USurvHealthComponent | Health, Armor and life/armor tags |
| USurvFoodComponent | Food, Water and food tags |
| USurvStaminaComponent | Stamina, Fitness and movement/exhaustion tags |
| USurvTempComponent | Temperature and heating/cooling tags |
Each constructor enables component replication by default and disables per-frame ticking. Add them to your Pawn/Character, then invoke SetComponentActive on authority after the owner/world/subsystem is available. The PawnRef stored by activation is required by numerical mutation checks.
Blueprint children in Content may provide startup logic; inspect their graphs before assuming they call activation. The supplied C++ does not do that from BeginPlay.
Activate and Reset Deliberately
SetComponentActive copies project settings, resets values/tags and subscribes to the corresponding subsystem pulse delegate. Health also binds the Pawn's OnTakeAnyDamage event. Food activates Hungry and Thirsty; Stamina starts Resting; Temperature starts Neutral.
SetComponentInactive unbinds updates and resets defaults. Health additionally unbinds damage, but does not explicitly clear the downed timer there. ResetToDefaults loads defaults without recreating every activation behavior; resetting Food returns it to Neutral even while still subscribed.
Do not attach these native components to a PlayerState expecting Inventory-style lookup: their owner cast and subsystem getters are Pawn-based. For respawn, initialize the new Pawn's components and rebind UI to them. See Health, Food, Stamina and Temperature.