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Temperature

Activate SurvTempComponent on authority. It starts at DefaultTemperatureValue (36.5) with Neutral state. The plugin does not sample weather, volumes, ambient temperature, clothing or a physical heat model; project logic selects state/effects.

SetTempGameplayTag(Temperature.Heating) or Cooling drives pulse changes. ResetTempGameplayTag returns to Neutral. UpdateAddModifier and UpdateReduceModifier scale the pulse amounts. GetTemperature and GetTempTagContainer query state.

With defaults, a heating pulse adds 0.5 × AddModifier and a cooling pulse subtracts 0.5 × ReduceModifier. Temperature cross-affects can enable these branches even with Neutral. Cooling takes precedence if both directions apply.

MinTemperatureValue and MaxTemperatureValue are notification thresholds, not numerical clamps. Native AddValue/RemoveValue can move beyond those values. The thresholds do not automatically apply damage or create freezing/overheated state tags; configure a project action if required.

OnTemperatureChanged and OnTemperatureStateChanged support presentation. OnFreezing/OnOverheated are generated in client OnRep using private thresholds that are not normally initialized on clients by server-only activation. Prefer explicit presentation thresholds until that initialization contract is corrected.

Temperature does not expose a general public AddTemperature(value) or RemoveTemperature(value) interface node. The supplied debug actor names do not establish such a native API; inspect their Blueprint graphs and use supported state/modifier integration.