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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/GameFramework
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- AActor
- AInfo
- AWorldSettings
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/GameFramework/WorldSettings.h |
| Include | #include "GameFramework/WorldSettings.h" |
Syntax
class AWorldSettings :
public AInfo,
public IInterface_AssetUserData
Remarks
Actor containing all script accessible world properties.
Variables
| Type | Name | Description | |
|---|---|---|---|
| TSoftClassPtr< UAISystemBase > | AISystemClass | ||
| TArray< TObjectPtr< UAssetUserData > > | AssetUserData | Array of user data stored with the asset | |
| TArray< TObjectPtr< UDataLayerAsset > > | BaseNavmeshDataLayers | A list of runtime data layers that should be included in the base navmesh. | |
| uint8: 1 | bEnableAISystem | If set to false AI system will not get created. Use it to disable all AI-related activity on a map | |
| uint8: 1 | bEnableWorldBoundsChecks | DEFAULT BASIC PHYSICS SETTINGS If true, enables CheckStillInWorld checks | |
| uint8: 1 | bEnableWorldComposition | Enables tools for composing a tiled world. | |
| uint8: 1 | bEnableWorldOriginRebasing | World origin will shift to a camera position when camera goes far away from current origin | |
| uint8: 1 | bForceNoPrecomputedLighting | Whether to force lightmaps and other precomputed lighting to not be created even when the engine thinks they are needed. | |
| uint8: 1 | bGenerateSingleClusterForLevel | 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) | |
| uint8: 1 | bGlobalGravitySet | If set to true we will use GlobalGravityZ instead of project setting DefaultGravityZ | |
| uint8: 1 | bHideEnableStreamingWarning | If set to true, this hide the streaming disabled warning available in the viewport | |
| uint8: 1 | bHighPriorityLoading | When this flag is set, more time is allocated to background loading (replicated) | |
| uint8: 1 | bHighPriorityLoadingLocal | Copy of bHighPriorityLoading that is not replicated, for clientside-only loading operations | |
| uint8: 1 | bIncludeGridSizeInNameForFoliageActors | Whether Foliage actors of this world contain their grid size in their name. | |
| uint8: 1 | bIncludeGridSizeInNameForPartitionedActors | Whether partitioned actors of this world contain their grid size in their name. | |
| uint8: 1 | bMinimizeBSPSections | Causes the BSP build to generate as few sections as possible. | |
| uint8: 1 | bOverrideDefaultBroadphaseSettings | ||
| uint8: 1 | bPlaceCellsOnlyAlongCameraTracks | Whether to place visibility cells only along camera tracks or only above shadow casting surfaces. | |
| uint8: 1 | bPrecomputeVisibility | Whether to place visibility cells inside Precomputed Visibility Volumes and along camera tracks in this level. | |
| uint8: 1 | bReuseAddressAndPort | Whether to configure the listening socket to allow reuse of the address and port. | |
| FBroadphaseSettings | BroadphaseSettings | ||
| uint8: 1 | bUseClientSideLevelStreamingVolumes | Enables client-side streaming volumes instead of server-side. | |
| uint8: 1 | bWorldGravitySet | If set to true, when we call GetGravityZ we assume WorldGravityZ has already been initialized and skip the lookup of DefaultGravityZ and GlobalGravityZ | |
| float | CinematicTimeDilation | Additional time dilation used by Sequencer slomo track. | |
| FInteriorSettings | DefaultAmbientZoneSettings | Default interior settings applied to sounds that have "apply ambient volumes" set to true on their SoundClass. | |
| TObjectPtr< class USoundMix > | DefaultBaseSoundMix | Default Base SoundMix. | |
| FVector | DefaultColorScale | Default color scale for the level | |
| TSubclassOf< class AGameModeBase > | DefaultGameMode | GAMEMODE SETTINGS The default GameMode to use when starting this map in the game. | |
| float | DefaultMaxDistanceFieldOcclusionDistance | Max occlusion distance used by mesh distance fields, overridden if there is a movable skylight. | |
| TSubclassOf< class ADefaultPhysicsVolume > | DefaultPhysicsVolumeClass | Level specific default physics volume | |
| uint32 | DefaultPlacementGridSize | Default size of the grid for placed elements from the editor | |
| FReverbSettings | DefaultReverbSettings | AUDIO SETTINGS Default reverb settings used by audio volumes. | |
| FWorldPartitionPerWorldSettings | DefaultWorldPartitionSettings | ||
| float | DemoPlayTimeDilation | Additional TimeDilation used to control demo playback speed. | |
| float | DynamicIndirectShadowsSelfShadowingIntensity | Controls the intensity of self-shadowing from capsule indirect shadows. | |
| TSubclassOf< class AGameNetworkManager > | GameNetworkManagerClass | Class of GameNetworkManager to spawn for network games | |
| float | GlobalDistanceFieldViewDistance | Distance from the camera that the global distance field should cover. | |
| float | GlobalGravityZ | Optional level specific gravity override set by level designer | |
| TArray< struct FHierarchicalSimplification > | HierarchicalLODSetup | Hierarchical LOD Setup | |
| FTransform | HLODBakingTransform | Specify the transform to apply to the source meshes when building HLODs. | |
| TSoftClassPtr< class UHierarchicalLODSetup > | HLODSetupAsset | If set overrides the level settings and global project settings | |
| uint32 | InstancedFoliageGridSize | Size of the grid for instanced foliage actors, only used for partitioned worlds | |
| float | KillZ | Any actor falling below this level gets destroyed | |
| TSubclassOf< UDamageType > | KillZDamageType | The type of damage inflicted when a actor falls below KillZ. | |
| uint32 | LandscapeSplineMeshesGridSize | ||
| FVector | LevelInstancePivotOffset | Additional transform applied when applying LevelStreaming Transform to LevelInstance | |
| FLightmassWorldInfoSettings | LightmassSettings | LIGHTMASS RELATED SETTINGS | |
| float | MaxGlobalTimeDilation | Highest acceptable global time dilation. | |
| float | MaxUndilatedFrameTime | Largest possible frametime, not considering dilation. Equiv to 1/SlowestFPS. | |
| float | MinGlobalTimeDilation | Lowest acceptable global time dilation. | |
| float | MinUndilatedFrameTime | Smallest possible frametime, not considering dilation. Equiv to 1/FastestFPS. | |
| FNaniteSettings | NaniteSettings | NANITE SETTINGS | |
| uint32 | NavigationDataBuilderLoadingCellSize | Loading cell size used when building navigation data iteratively. | |
| uint32 | NavigationDataChunkGridSize | Size of the grid for navigation data chunk actors | |
| TObjectPtr< UNavigationSystemConfig > | NavigationSystemConfig | Holds parameters for NavigationSystem's creation. | |
| TObjectPtr< UNavigationSystemConfig > | NavigationSystemConfigOverride | Overrides NavigationSystemConfig. | |
| int32 | NumHLODLevels | ||
| TSoftObjectPtr< class UMaterialInterface > | OverrideBaseMaterial | If set overrides the project-wide base material used for Proxy Materials | |
| int32 | PackedLightAndShadowMapTextureSize | RENDERING SETTINGS Maximum size of textures for packed light and shadow maps | |
| TObjectPtr< class APlayerState > | PauserPlayerState | If paused, PlayerState of person pausing the game. | |
| TSubclassOf< class UPhysicsCollisionHandler > | PhysicsCollisionHandlerClass | Optional level specific collision handler | |
| TArray< struct FNetViewer > | ReplicationViewers | 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) | |
| float | TimeDilation | Normally 1 - scales real time passage. | |
| TEnumAsByte< enum EVisibilityAggressiveness > | VisibilityAggressiveness | Determines how aggressive precomputed visibility should be. | |
| int32 | VisibilityCellSize | PRECOMPUTED VISIBILITY SETTINGS World space size of precomputed visibility cells in x and y. | |
| float | WorldGravityZ | Current gravity actually being used | |
| TObjectPtr< UWorldPartition > | WorldPartition | ||
| float | WorldToMeters | Scale of 1uu to 1m in real world measurements, for HMD and other physically tracked devices (e.g. 1uu = 1cm would be 100.0) |
Constructors
| Type | Name | Description | |
|---|---|---|---|
AWorldSettings
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| UBookmarkBase * | AddBookmark
(
const TSubclassOf< UBookmarkBase > BookmarkClass, |
Creates and adds a new bookmark of a different class. | |
| void | |||
| bool | |||
| void | Clears all references to current bookmarks. | ||
| void | ClearBookmark
(
const uint32 BookmarkIndex |
Clears the reference to the bookmark from the specified index. | |
| void | Attempts to move bookmarks such that all bookmarks are adjacent in memory. | ||
| void | DeclareConstructClasses
(
TArray< FTopLevelAssetPath >& OutConstructClasses, |
||
| float | FixupDeltaSeconds
(
float DeltaSeconds, |
Returns the delta time to be used by the tick. Can be overridden if game specific logic is needed. | |
| FSoftClassPath | |||
| const TArray< class UBookmarkBase * > & | GetBookmarks () |
Gets the array of bookmarks. | |
| TSubclassOf< class UBookmarkBase > | |||
| const FWorldPartitionPerWorldSettings * | |||
| float | |||
| float | GetGravityZ () |
Returns the Z component of the current world gravity and initializes it to the default gravity if called for the first time. | |
| UMaterialInterface * | |||
| const TArray< struct FHierarchicalSimplification > & | |||
| TArray< struct FHierarchicalSimplification > & | |||
| const int32 | |||
| UNavigationSystemConfig *const | |||
| const UNavigationSystemConfig * | |||
| int32 | |||
| UBookmarkBase * | GetOrAddBookmark
(
const uint32 BookmarkIndex, |
Gets the bookmark at the specified index, creating it if a bookmark doesn't exist. | |
| APlayerState * | |||
| TSubclassOf< class UPhysicsCollisionHandler > | Method to get the Physics Collision Handler Class. | ||
| UWorldPartition * | |||
| bool | |||
| bool | |||
| bool | |||
| void | Called from GameStateBase, calls BeginPlay on all actors | ||
| void | Called from GameStateBase, used to notify native classes of match startup (such as level scripting) | ||
| void | |||
| void | |||
| void | |||
| void | |||
| void | |||
| void | SetAllowMaskedMaterials
(
bool bState |
||
| void | SetNavigationSystemConfigOverride
(
UNavigationSystemConfig* NewConfig |
Sets a configuration override for NavigationSystem's creation. | |
| void | SetPauserPlayerState
(
APlayerState* PlayerState |
||
| float | SetTimeDilation
(
float NewTimeDilation |
Sets the global time dilation value (subject to clamping). Returns the final value that was set. | |
| void | SetWorldPartition
(
UWorldPartition* InWorldPartition |
||
| bool | |||
| void |
Overridden from AActor
| Type | Name | Description | |
|---|---|---|---|
| void | 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. | ||
| bool | IsSelectable () |
Returns true if this actor can EVER be selected in a level in the editor. | |
| void | Called after all the components in the Components array are registered, called both in editor and during gameplay. | ||
| void | Called right before components are initialized, only called during gameplay | ||
| void | Called on the actor before checkpoint data is applied during a replay. | ||
| bool | Does this actor supports external packaging? |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| bool | CanEditChange
(
const FProperty* InProperty |
Called by the editor to query whether a property of this object is allowed to be modified. | |
| 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 | |
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally | |
| void | Called after the C++ constructor and after the properties have been initialized, including those loaded from config. | ||
| void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. | |
| void | PostTransacted
(
const FTransactionObjectEvent& TransactionEvent |
Called after the object has been transacted in some way. |
Overridden from IInterface_AssetUserData
| Type | Name | Description | |
|---|---|---|---|
| void | AddAssetUserData
(
UAssetUserData* InUserData |
||
| const TArray< UAssetUserData * > * | |||
| UAssetUserData * | GetAssetUserDataOfClass
(
TSubclassOf< UAssetUserData > InUserDataClass |
||
| void | RemoveUserDataOfClass
(
TSubclassOf< UAssetUserData > InUserDataClass |
Typedefs
| Name | Description |
|---|---|
| FOnBookmarkClassChanged | |
| FOnNaniteSettingsChanged | |
| FOnNumberOfBookmarksChanged |
Constants
| Name | Description |
|---|---|
| NumMappedBookmarks | The number of bookmarks that will have mapped keyboard shortcuts by default. |
| OnBookmarkClassChanged | |
| OnNaniteSettingsChanged | |
| OnNumberOfBoomarksChanged |
Deprecated Variables
| Type | Name | Description | |
|---|---|---|---|
| uint8: 1 | bEnableNavigationSystem | This member will be removed. Please use NavigationSystemConfig instead. | |
| TObjectPtr< class UBookMark >[10] | BookMarks | This member will be removed. Please use the Bookmark accessor functions instead. |