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Unreal Engine C++ API Reference > Runtime > Engine > Engine > UWorld
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Engine/World.h |
Include | #include "Engine/World.h" |
Source | /Engine/Source/Runtime/Engine/Private/World.cpp |
FLatentActionManager & GetLatentActionManager&40;&41;
Remarks
Returns LatentActionManager instance, preferring the one allocated by the game instance if a game instance is associated with this.
This pattern is a little bit of a kludge to allow UWorld clients (for instance, preview world in the Blueprint Editor to not worry about replacing features from GameInstance. Alternatively we could mandate that they implement a game instance for their scene.