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Actor containing all script accessible world properties.
| Name | AWorldSettings |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/GameFramework/WorldSettings.h |
| Include Path | #include "GameFramework/WorldSettings.h" |
Syntax
UCLASS (Config=game,
HideCategories=(Actor, Advanced, Display, Events, Object, Attachment, Info, Input, Blueprint, Layers, Tags, Replication, LevelInstance),
ShowCategories=(Rendering, WorldPartition, "Input|MouseInput", "Input|TouchInput"),
NotPlaceable, MinimalAPI)
class AWorldSettings :
public AInfo ,
public IInterface_AssetUserData
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor → AInfo → AWorldSettings
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
AWorldSettings
(
const FObjectInitializer& ObjectInitializer |
GameFramework/WorldSettings.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FOnBookmarkClassChanged | TMulticastDelegate_OneParam< void, AWorldSettings * > | GameFramework/WorldSettings.h | |
| FOnDefaultBookmarkChanged | TMulticastDelegate_OneParam< void, AWorldSettings * > | GameFramework/WorldSettings.h | |
| FOnNaniteSettingsChanged | TMulticastDelegate_OneParam< void, AWorldSettings * > | GameFramework/WorldSettings.h | |
| FOnNumberOfBookmarksChanged | TMulticastDelegate_OneParam< void, AWorldSettings * > | GameFramework/WorldSettings.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| NumMappedBookmarks | const uint32 | The number of bookmarks that will have mapped keyboard shortcuts by default. | GameFramework/WorldSettings.h |
| OnBookmarkClassChanged | FOnBookmarkClassChanged | GameFramework/WorldSettings.h | |
| OnDefaultBookmarkChanged | FOnDefaultBookmarkChanged | GameFramework/WorldSettings.h | |
| OnNaniteSettingsChanged | FOnNaniteSettingsChanged | GameFramework/WorldSettings.h | |
| OnNumberOfBoomarksChanged | FOnNumberOfBookmarksChanged | GameFramework/WorldSettings.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AISystemClass | TSoftClassPtr< UAISystemBase > | GameFramework/WorldSettings.h |
|
|
| bAllowTimeDilation | uint8 | Allows game logic to temporarily disable all forms of time dilation (when using GetEffectiveTimeDilation(). When false, logic is still allowed to set time dilation values, but their values will be ignored when calling GetEffectiveTimeDilation() until this is set back to true. |
Transient because it's used for temporary overrides and shouldn't be saved/loaded from level packages. Not replicated because in multiplayer a server should modify the real time dilation, instead of ignoring it on a client (which will lead to position desyncs due to delta time mismatches). | GameFramework/WorldSettings.h |
- Transient
| BaseNavmeshDataLayers | TArray< TObjectPtr< UDataLayerAsset > > | A list of runtime data layers that should be included in the base navmesh. | GameFramework/WorldSettings.h |
|
| bEnableWorldBoundsChecks | uint8 | DEFAULT BASIC PHYSICS SETTINGS If true, enables CheckStillInWorld checks | GameFramework/WorldSettings.h |
|
| bEnableWorldComposition | uint8 | Enables tools for composing a tiled world. | GameFramework/WorldSettings.h |
|
| bEnableWorldOriginRebasing | uint8 | World origin will shift to a camera position when camera goes far away from current origin | GameFramework/WorldSettings.h |
|
| bForceNoPrecomputedLighting | uint8 | Whether to force lightmaps and other precomputed lighting to not be created even when the engine thinks they are needed. | GameFramework/WorldSettings.h |
|
| bForceVolumetricLightmapsOnly | uint8 | Force precomputed lighting to only use VolumetricLightmaps. | GameFramework/WorldSettings.h |
|
| bGenerateSingleClusterForLevel | uint8 | If set to true, all eligible actors in this level will be added to a single cluster representing the entire level (used for small sublevels) | GameFramework/WorldSettings.h |
|
| bGlobalGravitySet | uint8 | If set to true we will use GlobalGravityZ instead of project setting DefaultGravityZ | GameFramework/WorldSettings.h |
|
| bHideEnableStreamingWarning | uint8 | If set to true, this hide the streaming disabled warning available in the viewport | GameFramework/WorldSettings.h |
|
| bHighPriorityLoading | uint8 | When this flag is set, more time is allocated to background loading (replicated) | GameFramework/WorldSettings.h |
|
| bHighPriorityLoadingLocal | uint8 | Copy of bHighPriorityLoading that is not replicated, for clientside-only loading operations | GameFramework/WorldSettings.h | |
| bIncludeGridSizeInNameForFoliageActors | uint8 | Whether Foliage actors of this world contain their grid size in their name. | GameFramework/WorldSettings.h | |
| bIncludeGridSizeInNameForPartitionedActors | uint8 | Whether partitioned actors of this world contain their grid size in their name. | GameFramework/WorldSettings.h | |
| bMinimizeBSPSections | uint8 | Causes the BSP build to generate as few sections as possible. | GameFramework/WorldSettings.h |
|
| BookMarks | TObjectPtr< class UBookMark > | EDITOR ONLY SETTINGS Level Bookmarks: 10 should be MAX_BOOKMARK_NUMBER @fixmeconst | GameFramework/WorldSettings.h | |
| bOverrideDefaultBroadphaseSettings | uint8 | GameFramework/WorldSettings.h |
|
|
| bPlaceCellsOnlyAlongCameraTracks | uint8 | Whether to place visibility cells only along camera tracks or only above shadow casting surfaces. | GameFramework/WorldSettings.h |
|
| bPrecomputeVisibility | uint8 | Whether to place visibility cells inside Precomputed Visibility Volumes and along camera tracks in this level. | GameFramework/WorldSettings.h |
|
| bReuseAddressAndPort | uint8 | Whether to configure the listening socket to allow reuse of the address and port. | GameFramework/WorldSettings.h |
|
| BroadphaseSettings | FBroadphaseSettings | GameFramework/WorldSettings.h |
|
|
| bShowInstancedFoliageGrid | bool | GameFramework/WorldSettings.h |
|
|
| bUseClientSideLevelStreamingVolumes | uint8 | Enables client-side streaming volumes instead of server-side. | GameFramework/WorldSettings.h |
|
| bWorldGravitySet | uint8 | If set to true, when we call GetGravityZ we assume WorldGravityZ has already been initialized and skip the lookup of DefaultGravityZ and GlobalGravityZ | GameFramework/WorldSettings.h |
|
| CinematicTimeDilation | float | Additional time dilation used by Sequencer slomo track. | GameFramework/WorldSettings.h |
|
| DefaultAmbientZoneSettings | FInteriorSettings | Default interior settings applied to sounds that have "apply ambient volumes" set to true on their SoundClass. | GameFramework/WorldSettings.h |
|
| DefaultBaseSoundMix | TObjectPtr< class USoundMix > | Default Base SoundMix. | GameFramework/WorldSettings.h |
|
| DefaultColorScale | FVector | Default color scale for the level | GameFramework/WorldSettings.h |
|
| DefaultGameMode | TSubclassOf< class AGameModeBase > | GAMEMODE SETTINGS The default GameMode to use when starting this map in the game. | GameFramework/WorldSettings.h |
|
| DefaultMaxDistanceFieldOcclusionDistance | float | Max occlusion distance used by mesh distance fields, overridden if there is a movable skylight. | GameFramework/WorldSettings.h |
|
| DefaultPhysicsVolumeClass | TSubclassOf< class ADefaultPhysicsVolume > | Level specific default physics volume | GameFramework/WorldSettings.h |
|
| DefaultPlacementGridSize | uint32 | Default size of the grid for placed elements from the editor | GameFramework/WorldSettings.h | |
| DefaultReverbSettings | FReverbSettings | AUDIO SETTINGS Default reverb settings used by audio volumes. | GameFramework/WorldSettings.h |
|
| DemoPlayTimeDilation | float | Additional TimeDilation used to control demo playback speed. | GameFramework/WorldSettings.h |
|
| DynamicIndirectShadowsSelfShadowingIntensity | float | Controls the intensity of self-shadowing from capsule indirect shadows. | GameFramework/WorldSettings.h |
|
| GameNetworkManagerClass | TSubclassOf< class AGameNetworkManager > | Class of GameNetworkManager to spawn for network games | GameFramework/WorldSettings.h | |
| GlobalDistanceFieldViewDistance | float | Distance from the camera that the global distance field should cover. | GameFramework/WorldSettings.h |
|
| GlobalGravityZ | float | Set a custom gravity value for this level, in distance units per second squared. | GameFramework/WorldSettings.h |
|
| HLODBakingTransform | FTransform | Specify the transform to apply to the source meshes when building HLODs. | GameFramework/WorldSettings.h |
|
| HLODSetupAsset | TSoftClassPtr< UHierarchicalLODSetup > | If set overrides the level settings and global project settings | GameFramework/WorldSettings.h |
|
| InstancedFoliageGridGridPreviewer | TUniquePtr< FWorldGridPreviewer > | GameFramework/WorldSettings.h | ||
| InstancedFoliageGridSize | uint32 | Size of the grid for instanced foliage actors, only used for partitioned worlds | GameFramework/WorldSettings.h |
|
| KillZ | float | Any actor falling below this level gets destroyed | GameFramework/WorldSettings.h |
|
| KillZDamageType | TSubclassOf< UDamageType > | The type of damage inflicted when a actor falls below KillZ. | GameFramework/WorldSettings.h |
|
| LandscapeSplineMeshesGridSize | uint32 | GameFramework/WorldSettings.h |
|
|
| LevelInstancePivotOffset | FVector | Additional transform applied when applying LevelStreaming Transform to LevelInstance | GameFramework/WorldSettings.h | |
| LightmassSettings | FLightmassWorldInfoSettings | LIGHTMASS RELATED SETTINGS | GameFramework/WorldSettings.h |
|
| MaxCinematicTimeDilation | float | Highest acceptable cinematic time dilation. | GameFramework/WorldSettings.h |
|
| MaxGlobalTimeDilation | float | Highest acceptable global time dilation. | GameFramework/WorldSettings.h |
|
| MaxUndilatedFrameTime | float | Largest possible frametime, not considering dilation. Equiv to 1/SlowestFPS. | GameFramework/WorldSettings.h |
|
| MinCinematicTimeDilation | float | Lowest acceptable cinematic time dilation. | GameFramework/WorldSettings.h |
|
| MinGlobalTimeDilation | float | Lowest acceptable global time dilation. | GameFramework/WorldSettings.h |
|
| MinUndilatedFrameTime | float | Smallest possible frametime, not considering dilation. Equiv to 1/FastestFPS. | GameFramework/WorldSettings.h |
|
| NaniteSettings | FNaniteSettings | NANITE SETTINGS | GameFramework/WorldSettings.h |
|
| NavigationDataBuilderLoadingCellSize | uint32 | Loading cell size used when building navigation data iteratively. | GameFramework/WorldSettings.h |
|
| NavigationDataChunkGridSize | uint32 | Size of the grid for navigation data chunk actors | GameFramework/WorldSettings.h |
|
| NumHLODLevels | int32 | GameFramework/WorldSettings.h | ||
| OverrideBaseMaterial | TSoftObjectPtr< class UMaterialInterface > | If set overrides the project-wide base material used for Proxy Materials | GameFramework/WorldSettings.h |
|
| PackedLightAndShadowMapTextureSize | int32 | RENDERING SETTINGS Maximum size of textures for packed light and shadow maps | GameFramework/WorldSettings.h |
|
| PhysicsCollisionHandlerClass | TSubclassOf< class UPhysicsCollisionHandler > | Optional level specific collision handler | GameFramework/WorldSettings.h |
|
| ReplicationViewers | TArray< struct FNetViewer > | Valid only during replication - information about the player(s) being replicated to (there could be more than one in the case of a splitscreen client) | GameFramework/WorldSettings.h | |
| TimeDilation | float | Normally 1 - scales real time passage. | GameFramework/WorldSettings.h |
|
| VisibilityAggressiveness | TEnumAsByte< enum EVisibilityAggressiveness > | Determines how aggressive precomputed visibility should be. | GameFramework/WorldSettings.h |
|
| VisibilityCellSize | int32 | PRECOMPUTED VISIBILITY SETTINGS World space size of precomputed visibility cells in x and y. | GameFramework/WorldSettings.h |
|
| VolumetricLightmapLoadingRange | float | Range in which volumetric lightmaps will be loaded. | GameFramework/WorldSettings.h |
|
| WorldGravityZ | float | Current gravity actually being used | GameFramework/WorldSettings.h |
|
| WorldToMeters | float | Scale of 1uu to 1m in real world measurements, for HMD and other physically tracked devices (e.g. 1uu = 1cm would be 100.0) | GameFramework/WorldSettings.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BookmarkArray | TArray< TObjectPtr< class UBookmarkBase > > | GameFramework/WorldSettings.h | ||
| DefaultBookmark | TObjectPtr< class UBookmarkBase > | Bookmark that will be applied when the level is loaded in the editor. | GameFramework/WorldSettings.h |
|
| DefaultBookmarkClass | TSubclassOf< class UBookmarkBase > | Class that will be used when creating new bookmarks. | GameFramework/WorldSettings.h |
|
| LastBookmarkClass | TSubclassOf< class UBookmarkBase > | Tracked so we can detect changes from Config. | GameFramework/WorldSettings.h | |
| MaxNumberOfBookmarks | int32 | Maximum number of bookmarks allowed. | GameFramework/WorldSettings.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UBookmarkBase * AddBookmark
(
const TSubclassOf< UBookmarkBase > BookmarkClass, |
Creates and adds a new bookmark of a different class. | GameFramework/WorldSettings.h | |
void ApplyWorldPartitionForcedSettings() |
GameFramework/WorldSettings.h | ||
bool AreWorldBoundsChecksEnabled() |
GameFramework/WorldSettings.h | ||
void ClearAllBookmarks() |
Clears all references to current bookmarks. | GameFramework/WorldSettings.h | |
void ClearBookmark
(
const uint32 BookmarkIndex |
Clears the reference to the bookmark from the specified index. | GameFramework/WorldSettings.h | |
void CompactBookmarks () |
Attempts to move bookmarks such that all bookmarks are adjacent in memory. | GameFramework/WorldSettings.h | |
virtual float FixupDeltaSeconds
(
float DeltaSeconds, |
Returns the delta time to be used by the tick. Can be overridden if game specific logic is needed. | GameFramework/WorldSettings.h | |
virtual FSoftClassPath GetAISystemClassName() |
GameFramework/WorldSettings.h | ||
const TArray< class UBookmarkBase * > & GetBookmarks () |
Gets the array of bookmarks. | GameFramework/WorldSettings.h | |
UBookmarkBase * GetDefaultBookmark() |
Get the bookmark that will be applied when the map is opened in the editor. | GameFramework/WorldSettings.h | |
TSubclassOf< class UBookmarkBase > GetDefaultBookmarkClass() |
GameFramework/WorldSettings.h | ||
const FWorldPartitionPerWorldSettings * GetDefaultWorldPartitionSettings() |
GameFramework/WorldSettings.h | ||
virtual float GetEffectiveTimeDilation () |
Multiplies all time dilation sources together and returns the effective overall time dilation. | GameFramework/WorldSettings.h | |
virtual float GetGravityZ() |
Returns the Z component of the current world gravity and initializes it to the default gravity if called for the first time. | GameFramework/WorldSettings.h | |
UMaterialInterface * GetHierarchicalLODBaseMaterial() |
GameFramework/WorldSettings.h | ||
const TArray< FHierarchicalSimplification > & GetHierarchicalLODSetup () |
GameFramework/WorldSettings.h | ||
| GameFramework/WorldSettings.h | |||
const int32 GetMaxNumberOfBookmarks() |
GameFramework/WorldSettings.h | ||
UNavigationSystemConfig *const GetNavigationSystemConfig() |
GameFramework/WorldSettings.h | ||
const UNavigationSystemConfig * GetNavigationSystemConfigOverride() |
GameFramework/WorldSettings.h | ||
int32 GetNumHierarchicalLODLevels() |
GameFramework/WorldSettings.h | ||
UBookmarkBase * GetOrAddBookmark
(
const uint32 BookmarkIndex, |
Gets the bookmark at the specified index, creating it if a bookmark doesn't exist. | GameFramework/WorldSettings.h | |
APlayerState * GetPauserPlayerState() |
GameFramework/WorldSettings.h | ||
virtual TSubclassOf< class UPhysicsCollisionHandler > GetPhysicsCollisionHandlerClass() |
Method to get the Physics Collision Handler Class. | GameFramework/WorldSettings.h | |
UWorldPartition * GetWorldPartition() |
GameFramework/WorldSettings.h | ||
bool IsAISystemEnabled() |
GameFramework/WorldSettings.h | ||
bool IsNavigationSystemEnabled() |
GameFramework/WorldSettings.h | ||
bool IsPartitionedWorld() |
GameFramework/WorldSettings.h | ||
virtual void NotifyBeginPlay() |
Called from GameStateBase, calls BeginPlay on all actors | GameFramework/WorldSettings.h | |
virtual void NotifyMatchStarted() |
Called from GameStateBase, used to notify native classes of match startup (such as level scripting) | GameFramework/WorldSettings.h | |
virtual void OnRep_NaniteSettings() |
GameFramework/WorldSettings.h | ||
virtual void OnRep_WorldGravityZ() |
GameFramework/WorldSettings.h | ||
void ResetDefaultWorldPartitionSettings() |
GameFramework/WorldSettings.h | ||
void ResetHierarchicalLODSetup() |
GameFramework/WorldSettings.h | ||
void SaveDefaultWorldPartitionSettings() |
GameFramework/WorldSettings.h | ||
virtual void SetAllowMaskedMaterials
(
bool bState |
GameFramework/WorldSettings.h | ||
virtual void SetAllowTimeDilation
(
bool NewAllowTimeDilation |
Sets whether or not Time Dilation is allowed. | GameFramework/WorldSettings.h | |
virtual float SetCinematicTimeDilation
(
float NewCinematicTimeDilation |
Sets the cinematic time dilation value (subject to clamping). | GameFramework/WorldSettings.h | |
void SetDefaultBookmark
(
UBookmarkBase* InDefaultBookmark |
Set the bookmark that will be applied when the map is opened in the editor. | GameFramework/WorldSettings.h | |
void SetNavigationSystemConfigOverride
(
UNavigationSystemConfig* NewConfig |
Sets a configuration override for NavigationSystem's creation. | GameFramework/WorldSettings.h | |
virtual void SetPauserPlayerState
(
APlayerState* PlayerState |
GameFramework/WorldSettings.h | ||
virtual float SetTimeDilation
(
float NewTimeDilation |
Sets the global time dilation value (subject to clamping). | GameFramework/WorldSettings.h | |
void SetWorldPartition
(
UWorldPartition* InWorldPartition |
GameFramework/WorldSettings.h | ||
virtual bool SupportsWorldPartitionStreaming() |
GameFramework/WorldSettings.h | ||
void SupportsWorldPartitionStreamingChanged() |
GameFramework/WorldSettings.h |
Overridden from AActor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanDeleteSelectedActor
(
FText& OutReason |
When selected can this actor be deleted? | GameFramework/WorldSettings.h | |
virtual bool CanReplaceSelectedActor
(
FText& OutReason |
When selected can this actor be replaced | GameFramework/WorldSettings.h | |
virtual void CheckForErrors() |
Function that gets called from within Map_Check to allow this actor to check itself for any potential errors and register them with map check dialog. | GameFramework/WorldSettings.h | |
virtual bool IsSelectable () |
Returns true if this actor can EVER be selected in a level in the editor. | GameFramework/WorldSettings.h | |
virtual void PostRegisterAllComponents () |
Called after all the components in the Components array are registered, called both in editor and during gameplay. | GameFramework/WorldSettings.h | |
virtual void PreInitializeComponents() |
Called right before components are initialized, only called during gameplay | GameFramework/WorldSettings.h | |
virtual void RewindForReplay () |
Called on the actor before checkpoint data is applied during a replay. | GameFramework/WorldSettings.h | |
virtual bool SupportsExternalPackaging() |
Does this actor supports external packaging? | GameFramework/WorldSettings.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanEditChange
(
const FProperty* InProperty |
GameFramework/WorldSettings.h | ||
virtual void GetLifetimeReplicatedProps
(
TArray< FLifetimeProperty >& OutLifetimeProps |
Returns the properties used for network replication, this needs to be overridden by all actor classes with native replicated properties | GameFramework/WorldSettings.h | |
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
GameFramework/WorldSettings.h | ||
virtual void PostInitProperties() |
GameFramework/WorldSettings.h | ||
virtual void PostLoad() |
GameFramework/WorldSettings.h | ||
virtual void PostTransacted
(
const FTransactionObjectEvent& TransactionEvent |
GameFramework/WorldSettings.h |
Overridden from IInterface_AssetUserData
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddAssetUserData
(
UAssetUserData* InUserData |
GameFramework/WorldSettings.h | ||
virtual const TArray< UAssetUserData * > * GetAssetUserDataArray() |
GameFramework/WorldSettings.h | ||
virtual UAssetUserData * GetAssetUserDataOfClass
(
TSubclassOf< UAssetUserData > InUserDataClass |
Returns an instance of the provided AssetUserData class if it's contained in the target asset. | GameFramework/WorldSettings.h | |
virtual void RemoveUserDataOfClass
(
TSubclassOf< UAssetUserData > InUserDataClass |
GameFramework/WorldSettings.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void DeclareConstructClasses
(
TArray< FTopLevelAssetPath >& OutConstructClasses, |
GameFramework/WorldSettings.h |