Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Subsystems
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- USubsystem
- UWorldSubsystem
- UActorPartitionSubsystem
- UAvaSceneSubsystem
- UAvaSequencerSubsystem
- UAvaViewportDataSubsystem
- UDataLayerSubsystem
- UDisplayClusterWorldSubsystem
- UGameplayBehaviorSubsystem
- ULevelInstanceSubsystem
- ULevelStreamingProfilingSubsystem
- UNetworkPhysicsSystem
- UNetworkSubsystem
- UObjectTraceWorldSubsystem
- UPhysicsMoverManager
- USmartObjectSubsystem
- USmartObjectTestSubsystem
- UTickableWorldSubsystem
- UAutoDestroySubsystem
- UBuoyancySubsystem
- UInstancedActorsSubsystem
- UShallowWaterSubsystem
- UBasicShallowWaterSubsystem
- UWorldPartitionSubsystem
- UViewportStatsSubsystem
- UWorldPartitionHLODRuntimeSubsystem
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Public/Subsystems/WorldSubsystem.h |
| Include | #include "Subsystems/WorldSubsystem.h" |
Syntax
UCLASS (Abstract, MinimalAPI)
class UWorldSubsystem : public USubsystem
Remarks
UWorldSubsystem Base class for auto instanced and initialized systems that share the lifetime of a UWorld
Constructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | DoesSupportWorldType
(
const EWorldType::Type WorldType |
||
| UWorld * | GetWorld () |
||
| UWorld & | GetWorldRef () |
Returns a reference to the UWorld this subsystem is contained within. | |
| void | OnWorldBeginPlay
(
UWorld& InWorld |
Called when world is ready to start gameplay before the game mode transitions to the correct state and call BeginPlay on all actors | |
| void | OnWorldComponentsUpdated
(
UWorld& World |
Called after world components (e.g. line batcher and all level components) have been updated | |
| void | Called once all UWorldSubsystems have been initialized | ||
| void |
Overridden from USubsystem
| Type | Name | Description | |
|---|---|---|---|
| bool | ShouldCreateSubsystem
(
UObject* Outer |
Override to control if the Subsystem should be created at all. |