API Reference
Subsystem
| BlueprintCallable method | Contract |
|---|---|
| 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
| Interface | Query functions |
|---|---|
| I_HealthComp | GetHealth, GetArmor, GetHealthTagContainer, GetHealthModifierValue |
| I_FoodComp | GetFoodValue, GetWaterValue, GetFoodTagContainer |
| I_StaminaComp | GetStaminaValue, GetStaminaTagContainer, GetStaminaModifierValue, GetFitnessModifierValue |
| I_TempComp | GetTemperature, 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
| Interface | Mutation functions |
|---|---|
| I_HealthComp | AddHealth, AddArmor, HandleRevive, ResetHealthGameplayTags, UpdateAddModifier, ResetToDefaults, AppendCrossAffect, RemoveCrossAffect |
| I_FoodComp | AddFood, AddWater, AddFoodGameplayTag, SetFoodGameplayTag, ResetFoodGameplayTag, UpdateAddModifier, UpdateReduceModifier, ResetToDefaults, AppendCrossAffect, RemoveCrossAffect |
| I_StaminaComp | AddStaminaGameplayTag, RemoveStaminaGameplayTag, ResetStaminaGameplayTag, UpdateStaminaModifier, UpdateFitnessModifier, ResetToDefaults, AppendCrossAffect, RemoveCrossAffect |
| I_TempComp | SetTempGameplayTag, 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.