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The World is the top level object representing a map or a sandbox in which Actors and Components will exist and be rendered.
A World can be a single Persistent Level with an optional list of streaming levels that are loaded and unloaded via volumes and blueprint functions or it can be a collection of levels organized with a World Composition.
In a standalone game, generally only a single World exists except during seamless area transitions when both a destination and current world exists. In the editor many Worlds exist: The level being edited, each PIE instance, each editor tool which has an interactive rendered viewport, and many more.
| Name | UWorld |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/World.h |
| Include Path | #include "Engine/World.h" |
Syntax
UCLASS (MinimalAPI, CustomConstructor, Config=Engine)
class UWorld :
public UObject ,
public FNetworkNotify
Inheritance Hierarchy
- FNetworkNotify → UWorld
- UObjectBase → UObjectBaseUtility → UObject → UWorld
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UWorld
(
const FObjectInitializer& ObjectInitializer |
UWorld default constructor | Engine/World.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~UWorld() |
Engine/World.h |
Classes
| Name | Remarks |
|---|---|
| FAddLevelToWorldExtensionEvent | Broadcasted when Level is being added to the world (used to add custom logic). |
| FOnAllLevelsChangedEvent | Called when all the levels have changed. |
| FOnBeginPlay | |
| FOnBeginPostProcessSettings | Called when the world computes how post process volumes contribute to the scene. |
| FOnGameStateSetEvent | |
| FOnLevelsChangedEvent | Called when the number of levels changes. |
| FOnSelectedLevelsChangedEvent | Called when selected level list changes. |
| FRemoveLevelFromWorldExtensionEvent | Broadcasted when Level is being removed from the world (used to add custom logic). |
| FWorldPartitionInitializedEvent | Broadcasted when WorldPartition gets initialized |
| FWorldPartitionUninitializedEvent | Broadcasted when WorldPartition gets uninitialized |
Structs
| Name | Remarks |
|---|---|
| FEndOfFrameUpdateContext |
Enums
Public
| Name | Remarks |
|---|---|
| ELineBatcherType |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FActorsInitializedParams | ::FActorsInitializedParams | For backwards compatibility | Engine/World.h |
| FBlueprintToDebuggedObjectMap | TMap< TWeakObjectPtr< class UBlueprint >, TWeakObjectPtr< UObject > > | Map of blueprints that are being debugged and the object instance they are debugging. | Engine/World.h |
| FOnMatchStarting | TMulticastDelegate_NoParams< void > | Engine/World.h | |
| FOnWorldBeginPlay | TMulticastDelegate_NoParams< void > | Engine/World.h | |
| FOnWorldInitializedActors | TMulticastDelegate_OneParam< void, const FActorsInitializedParams & > | Engine/World.h | |
| FOnWorldPreBeginPlay | TMulticastDelegate_NoParams< void > | Called by WorldSettings's NotifyBeginPlay before calling DispatchBeginPlay on all world actors when world's bBegunPlay switches to true. | Engine/World.h |
| InitializationValues | FWorldInitializationValues | Legacy for backwards compatibility. | Engine/World.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| CleanupWorldGlobalTag | uint32 | Engine/World.h | |
| KeepInitializedDuringLoadTag | const FName | InitWorld usually has to be balanced with CleanupWorld. | Engine/World.h |
| WorldTypePreLoadMap | TMap< FName, EWorldType::Type > | A static map that is populated before loading a world from a package. | Engine/World.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActiveGroupActors | TArray< TObjectPtr< AActor > > | Group actors currently "active". | Engine/World.h |
|
| AsyncPreRegisterDDCRequests | TArray< TSharedPtr< FAsyncPreRegisterDDCRequest > > | List of DDC async requests we need to wait on before we register components. Game thread only. | Engine/World.h | |
| AudioDeviceHandle | FAudioDeviceHandle | Handle to the active audio device for this world. | Engine/World.h | |
| AudioTimeSeconds | double | Time in seconds since level began play, but IS paused when the game is paused, and IS NOT dilated/clamped. | Engine/World.h | |
| AudioVolumes | TArray< class AAudioVolume * > | Set of AudioVolumes sorted by | Engine/World.h | |
| bActorsInitialized | uint8 | Whether actors have been initialized for play | Engine/World.h | |
| bAggressiveLOD | uint8 | Frame rate is well below DesiredFrameRate, so make LOD more aggressive | Engine/World.h | |
| bAllowAudioPlayback | uint8 | Indicates this scene always allows audio playback. | Engine/World.h | |
| bAreConstraintsDirty | uint8 | Keeps track whether actors moved via PostEditMove and therefore constraint syncup should be performed. | Engine/World.h |
|
| bBegunPlay | uint8 | Whether BeginPlay has been called on actors | Engine/World.h | |
| bCreateRenderStateForHiddenComponentsWithCollsion | uint8 | If TRUE, 'hidden' components will still create render proxy, so can draw info (see USceneComponent::ShouldRender) | Engine/World.h | |
| bDebugDrawAllTraceTags | bool | When set to true, all scene queries will be drawn | Engine/World.h | |
| bDebugFrameStepExecutedThisFrame | uint8 | Indicates that a single frame advance happened this frame. | Engine/World.h | |
| bDebugFrameStepExecution | uint8 | When set, will tell us to pause simulation after one tick. | Engine/World.h | |
| bDebugPauseExecution | uint8 | Kismet debugging flags - they can be only editor only, but they're uint32, so it doesn't make much difference. | Engine/World.h | |
| bDoDelayedUpdateCullDistanceVolumes | uint8 | True we want to execute a call to UpdateCulledTriggerVolumes during Tick | Engine/World.h | |
| bDropDetail | uint8 | Frame rate is below DesiredFrameRate, so drop high detail actors | Engine/World.h | |
| bEnableTraceCollision | uint8 | This is special flag to enable collision by default for components that are not Volume currently only used by editor level viewport world, and do not use this for in-game scene | Engine/World.h | |
| bForceUseMovementComponentInNonGameWorld | uint8 | Special flag to enable movement component in non game worlds (see UMovementComponent::OnRegister) | Engine/World.h | |
| bInTick | uint8 | Whether we are in the middle of ticking actors/components or not | Engine/World.h | |
| bIsBuilt | uint8 | Whether we have already built the collision tree or not | Engine/World.h | |
| bIsCameraMoveableWhenPaused | uint8 | When set, camera is potentially moveable even when paused | Engine/World.h | |
| bIsDefaultLevel | uint8 | That map is default map or not | Engine/World.h | |
| bIsLevelStreamingFrozen | uint8 | Is level streaming currently frozen? | Engine/World.h | |
| bIsNameStableForNetworking | uint8 | If True, overloaded method IsNameStableForNetworking will always return true. | Engine/World.h | |
| bIsRunningConstructionScript | uint8 | If true this world is in the process of running the construction script for an actor | Engine/World.h | |
| bIsTearingDown | uint8 | Is the world being torn down | Engine/World.h | |
| bIsWorldInitialized | uint8 | Whether world object has been initialized via Init and has not yet had CleanupWorld called | Engine/World.h | |
| bKismetScriptError | uint8 | This is a bool that indicates that one or more blueprints in the level (blueprint instances, level script, etc) have compile errors that could not be automatically resolved. | Engine/World.h | |
| bMatchStarted | uint8 | Whether the match has been started | Engine/World.h | |
| bPlayersOnly | uint8 | When ticking the world, only update players. | Engine/World.h | |
| bPlayersOnlyPending | uint8 | Indicates that at the end the frame bPlayersOnly will be set to true. | Engine/World.h | |
| bPostTickComponentUpdate | uint8 | Indicates that during world ticking we are doing the final component update of dirty components (after PostAsyncWork and effect physics scene has run. | Engine/World.h | |
| bPurgedScene | uint8 | Indicates that the renderer scene for this editor world was purged while Play-in-Editor. | Engine/World.h | |
| bRequestedBlockOnAsyncLoading | uint8 | Whether it was requested that the engine bring up a loading screen and block on async loading. | Engine/World.h | |
| bShouldSimulatePhysics | uint8 | If true this world will tick physics to simulate. | Engine/World.h | |
| bStartup | uint8 | Is the world in its actor initialization phase. | Engine/World.h | |
| bTickNewlySpawned | uint8 | We are in the middle of actor ticking, so add tasks for newly spawned actors | Engine/World.h | |
| bToggledBetweenPIEandSIEThisFrame | uint8 | Indicates that toggling between Play-in-Editor and Simulate-in-Editor happened this frame. | Engine/World.h | |
| bTriggerPostLoadMap | uint8 | Triggers a call to PostLoadMap() the next Tick, turns off loading movie if LoadMap() has been called. | Engine/World.h | |
| bWorldWasLoadedThisTick | uint8 | Set for one tick after completely loading and initializing a new world (regardless of whether it's LoadMap() or seamless travel) | Engine/World.h | |
| CachedViewInfoRenderedLastFrame | TArray< FWorldCachedViewInfo > | Cached view information from the last rendered frame. | Engine/World.h | |
| CommittedPersistentLevelName | FName | Name of persistent level if we've loaded levels via CommitMapChange() that aren't normally in the StreamingLevels array (to inform newly joining clients) | Engine/World.h | |
| ContentBundleManager | TObjectPtr< class UContentBundleManager > | Engine/World.h | ||
| DebugDrawTraceTag | FName | When non-'None', all line traces where the TraceTag match this will be drawn | Engine/World.h | |
| DefaultPhysicsScene_Chaos | TSharedPtr< FPhysScene_Chaos > | Default global physics scene. | Engine/World.h | |
| DeltaRealTimeSeconds | float | Frame delta time in seconds with no adjustment for time dilation. | Engine/World.h | |
| DeltaTimeSeconds | float | Frame delta time in seconds adjusted by e.g. time dilation. | Engine/World.h | |
| EditorViews | TArray< FLevelViewportInfo > | Saved editor viewport states - one for each view type. | Engine/World.h |
|
| EndPhysicsTickFunction | FEndPhysicsTickFunction | Tick function for ending physics | Engine/World.h | |
| ExtraReferencedObjects | TArray< TObjectPtr< UObject > > | Array of any additional objects that need to be referenced by this world, to make sure they aren't GC'd | Engine/World.h |
|
| FeatureLevel | TEnumAsByte< ERHIFeatureLevel::Type > | The current renderer feature level of this world | Engine/World.h | |
| FlushLevelStreamingType | EFlushLevelStreamingType | Whether we flushing level streaming state | Engine/World.h | |
| FXSystem | FFXSystemInterface * | Interface to the FX system managing particles and related effects for this world. | Engine/World.h | |
| GameStateSetEvent | FOnGameStateSetEvent | Called whenever the gamestate is set on the world. | Engine/World.h | |
| HierarchicalLODBuilder | FHierarchicalLODBuilder * | Hierarchical LOD System. | Engine/World.h | |
| LastRenderTime | double | WorldTimeSeconds when this world was last rendered. | Engine/World.h | |
| LastTimeUnbuiltLightingWasEncountered | double | Time in FPlatformTime::Seconds unbuilt time was last encountered. 0 means not yet. | Engine/World.h | |
| Layers | TArray< TObjectPtr< class ULayer > > | List of all the layers referenced by the world's actors | Engine/World.h |
|
| MyParticleEventManager | TObjectPtr< class AParticleEventManager > | Particle event manager | Engine/World.h | |
| NetDriver | TObjectPtr< class UNetDriver > | The NAME_GameNetDriver game connection(s) for client/server communication | Engine/World.h |
|
| NetworkManager | TObjectPtr< class AGameNetworkManager > | Instance of this world's game-specific networking management | Engine/World.h |
|
| NextSwitchCountdown | float | Amount of time to wait before traveling to next map, gives clients time to receive final RPCs | Engine/World.h | |
| NextTravelType | TEnumAsByte< ETravelType > | The type of travel to perform next when doing a server travel | Engine/World.h | |
| NextURL | FString | The URL to be used for the upcoming server travel | Engine/World.h | |
| NumLightingUnbuiltObjects | uint32 | This is a int on the level which is set when a light that needs to have lighting rebuilt is moved. | Engine/World.h | |
| NumTextureStreamingDirtyResources | int32 | Num of resources that have changed since the last texture streaming build. Updated in map check. | Engine/World.h | |
| NumTextureStreamingUnbuiltComponents | int32 | Num of components missing valid texture streaming data. Updated in map check. | Engine/World.h | |
| NumUnbuiltReflectionCaptures | uint32 | Engine/World.h | ||
| OnActorsInitialized | FOnWorldInitializedActors | Engine/World.h | ||
| OnBeginPostProcessSettings | FOnBeginPostProcessSettings | Engine/World.h | ||
| OnWorldBeginPlay | FOnWorldBeginPlay | Engine/World.h | ||
| OnWorldMatchStarting | FOnMatchStarting | Engine/World.h | ||
| OnWorldPreBeginPlay | FOnWorldPreBeginPlay | Engine/World.h | ||
| OriginalWorldName | FName | Original World Name before PostLoad rename. Used to get external actors on disk. | Engine/World.h | |
| OriginLocation | FIntVector | Current location of this world origin | Engine/World.h | |
| OriginOffsetThisFrame | FVector | World origin offset value. Non-zero only for a single frame when origin is rebased | Engine/World.h | |
| ParticlePerfStats | FParticlePerfStats * | Tracking for VFX cost for this world. | Engine/World.h | |
| PauseDelay | double | Time at which to start pause | Engine/World.h | |
| PerfTrackers | FWorldInGamePerformanceTrackers * | Experimental: In game performance tracking. | Engine/World.h | |
| PerModuleDataObjects | TArray< TObjectPtr< UObject > > | External modules can have additional data associated with this UWorld. | Engine/World.h |
|
| PersistentLevel | TObjectPtr< class ULevel > | Persistent level containing the world info, default brush and actors spawned during gameplay among other things | Engine/World.h |
|
| PhysicsCollisionHandler | TObjectPtr< class UPhysicsCollisionHandler > | Instance of this world's game-specific physics collision handler | Engine/World.h |
|
| PhysicsField | TObjectPtr< class UPhysicsFieldComponent > | Physics Field component. | Engine/World.h |
|
| PhysicsQueryHandler | TObjectPtr< class UPhysicsQueryHandler > | Instance of this world's game-specific physics query handler | Engine/World.h |
|
| PhysicsScene_Chaos | TSharedPtr< FPhysScene_Chaos > | Current global physics scene. | Engine/World.h | |
| PlayerNum | int32 | Counter for allocating game- unique controller player numbers | Engine/World.h | |
| PostProcessVolumes | TArray< IInterface_PostProcessVolume * > | An array of post processing volumes, sorted in ascending order of priority. | Engine/World.h | |
| PreparingLevelNames | TArray< FName > | Array of levels that were loaded into this map via PrepareMapChange() / CommitMapChange() (to inform newly joining clients) | Engine/World.h | |
| RealTimeSeconds | double | Time in seconds since level began play, but IS NOT paused when the game is paused, and IS NOT dilated/clamped. | Engine/World.h | |
| RequestedOriginLocation | FIntVector | Requested new world origin location | Engine/World.h | |
| Scene | FSceneInterface * | The interface to the scene manager for this world. | Engine/World.h | |
| StartPhysicsTickFunction | FStartPhysicsTickFunction | Tick function for starting physics | Engine/World.h | |
| StreamingLevelsPrefix | FString | Prefix we used to rename streaming levels, non empty in PIE and standalone preview | Engine/World.h | |
| StreamingVolumeUpdateDelay | int32 | Number of frames to delay Streaming Volume updating, useful if you preload a bunch of levels but the camera hasn't caught up yet (INDEX_NONE for infinite) | Engine/World.h | |
| ThumbnailInfo | TObjectPtr< class UThumbnailInfo > | Information for thumbnail rendering | Engine/World.h |
|
| TickGroup | TEnumAsByte< ETickingGroup > | The current ticking group | Engine/World.h | |
| TimeSeconds | double | Time in seconds since level began play, but IS paused when the game is paused, and IS dilated/clamped. | Engine/World.h | |
| UnpausedTimeSeconds | double | Time in seconds since level began play, but IS NOT paused when the game is paused, and IS dilated/clamped. | Engine/World.h | |
| URL | FURL | The URL that was used when loading this World. | Engine/World.h | |
| ViewLocationsRenderedLastFrame | TArray< FVector > | View locations rendered in the previous frame, if any. | Engine/World.h | |
| WorldComposition | TObjectPtr< class UWorldComposition > | All levels information from which our world is composed | Engine/World.h | |
| WorldType | TEnumAsByte< EWorldType::Type > | The type of world this is. | Engine/World.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActiveLevelCollectionIndex | int32 | Index of the level collection that's currently ticking. | Engine/World.h | |
| AddLevelToWorldExtensionEvent | FAddLevelToWorldExtensionEvent | Engine/World.h | ||
| AISystem | TObjectPtr< class UAISystemBase > | The AI System handles generating pathing information and AI behavior | Engine/World.h |
|
| AllLevelsChangedEvent | FOnAllLevelsChangedEvent | Broadcasts whenever all the levels change | Engine/World.h | |
| AsyncDelegateHitchLoggingLastTimestamp | double | Engine/World.h | ||
| AsyncTraceState | FWorldAsyncTraceState | The state of async tracing - abstracted into its own object for easier reference | Engine/World.h | |
| AudioDeviceDestroyedHandle | FDelegateHandle | Handle to delegate in case audio device is destroyed. | Engine/World.h | |
| AuthorityGameMode | TObjectPtr< class AGameModeBase > | The current GameMode, valid only on the server | Engine/World.h |
|
| AutoCameraActorList | TArray< TWeakObjectPtr< ACameraActor > > | List of all the cameras in the world that auto-activate for players. | Engine/World.h | |
| AvoidanceManager | TObjectPtr< class UAvoidanceManager > | RVO avoidance manager used by game | Engine/World.h |
|
| bAllowDeferredPhysicsStateCreation | bool | Flag for allowing physics state creation deferall during load. | Engine/World.h | |
| bBroadcastSelectionChange | uint32 | Disables the broadcasting of level selection change. Internal use only. | Engine/World.h | |
| bHasEverBeenInitialized | uint8 | Whether InitWorld was ever called on this world since its creation. | Engine/World.h | |
| bIsBeingCleanedUp | bool | Indicates that the world is in the process of being cleaned up | Engine/World.h | |
| bIsRefreshingStreamingLevels | bool | Engine/World.h | ||
| BlockTillLevelStreamingCompletedEpoch | int32 | Epoch updated every time BlockTillLevelStreamingCompleted() is called. | Engine/World.h | |
| BlueprintObjectsBeingDebugged | FBlueprintToDebuggedObjectMap | UE_BUILD_SHIPPING. | Engine/World.h | |
| bMarkedObjectsPendingKill | uint32 | Engine/World.h | ||
| bMaterialParameterCollectionInstanceNeedsDeferredUpdate | uint8 | Is there at least one material parameter collection instance waiting for a deferred update? | Engine/World.h | |
| bRequiresHitProxies | uint8 | Whether the render scene for this World should be created with HitProxies or not | Engine/World.h | |
| bShouldForceUnloadStreamingLevels | uint8 | Is forcibly unloading streaming levels? | Engine/World.h | |
| bShouldForceVisibleStreamingLevels | uint8 | Is forcibly making streaming levels visible? | Engine/World.h | |
| bShouldTick | uint8 | Whether to do any ticking at all for this world. | Engine/World.h | |
| bStreamingDataDirty | uint8 | Whether we have a pending call to BuildStreamingData(). | Engine/World.h | |
| bSupportsMakingInvisibleTransactionRequests | TOptional< bool > | Stores whether the game world supports for a client to use "making invisible" transaction requests to the server. | Engine/World.h | |
| bSupportsMakingVisibleTransactionRequests | TOptional< bool > | Stores whether the game world supports for a client to use "making visible" transaction requests to the server. | Engine/World.h | |
| BuildStreamingDataTimer | double | Timestamp (in FPlatformTime::Seconds) when the next call to BuildStreamingData() should be made, if bDirtyStreamingData is true. | Engine/World.h | |
| bWorldWasCleanedUp | uint32 | Engine/World.h | ||
| CanvasForDrawMaterialToRenderTarget | TObjectPtr< UCanvas > | Engine/World.h |
|
|
| CanvasForRenderingToTarget | TObjectPtr< UCanvas > | Canvas object used for drawing to render targets from blueprint functions eg DrawMaterialToRenderTarget. | Engine/World.h |
|
| CleanupWorldTag | uint32 | Engine/World.h | ||
| ComponentsThatNeedEndOfFrameMarkRenderStateDirty | TArray< TObjectPtr< UActorComponent > > | Array of components that need to be marked dirty after updating, because it wasn't safe to do so during an update. | Engine/World.h |
|
| ComponentsThatNeedEndOfFrameUpdate | TArray< TObjectPtr< UActorComponent > > | Array of components that need updates at the end of the frame | Engine/World.h |
|
| ComponentsThatNeedEndOfFrameUpdate_AsyncTick | TArray< TObjectPtr< UActorComponent > > | Array of components that need updates at the end of the frame | Engine/World.h |
|
| ComponentsThatNeedEndOfFrameUpdate_OnGameThread | TArray< TObjectPtr< UActorComponent > > | Array of components that need game thread updates at the end of the frame | Engine/World.h |
|
| ComponentsThatNeedPreEndOfFrameSync | TSet< TObjectPtr< UActorComponent > > | Array of components that need to wait on tasks before end of frame updates | Engine/World.h |
|
| ComponentsThatNeedPreEndOfFrameSync_AsyncTick | TSet< TObjectPtr< UActorComponent > > | Array of components that need to wait on tasks before end of frame updates | Engine/World.h |
|
| ControllerList | TArray< TWeakObjectPtr< class AController > > | List of all the controllers in the world. | Engine/World.h | |
| CurrentLevel | TObjectPtr< class ULevel > | Pointer to the current level being edited. | Engine/World.h |
|
| DefaultPhysicsVolume | TObjectPtr< APhysicsVolume > | DefaultPhysicsVolume used for whole game | Engine/World.h |
|
| DeferredComponentMoves | TArray< FDeferredComponentMoveData > | Experimental. | Engine/World.h | |
| DemoNetDriver | TObjectPtr< class UDemoNetDriver > | NetDriver for capturing network traffic to record demos | Engine/World.h | |
| EndOfFrameUpdateContexts | TArray< FEndOfFrameUpdateContext * > | Engine/World.h | ||
| EndOfFrameUpdatePrerequisiteTask | UE::Tasks::FTask | Engine/World.h | ||
| EndOfFrameUpdateTasks | TArray< UE::Tasks::FTask > | Engine/World.h | ||
| FWorldPartitionEvents | friend | Engine/World.h | ||
| GameState | TObjectPtr< class AGameStateBase > | The replicated actor which contains game state information that can be accessible to clients. | Engine/World.h |
|
| IsInBlockTillLevelStreamingCompleted | uint32 | Whether the world is currently in a BlockTillLevelStreamingCompleted() call | Engine/World.h | |
| LatentActionManager | FLatentActionManager | Latent action manager. | Engine/World.h | |
| LevelCollections | TArray< FLevelCollection > | Array of level collections currently in this world. | Engine/World.h |
|
| Levels | TArray< TObjectPtr< class ULevel > > | Array of levels currently in this world. Not serialized to disk to avoid hard references. | Engine/World.h |
|
| LevelsChangedEvent | FOnLevelsChangedEvent | Broadcasts whenever the number of levels changes | Engine/World.h | |
| LineBatchers | TObjectPtr< class ULineBatchComponent > | Line Batchers. Persistent types don't get flushed every frame. | Engine/World.h |
|
| MakingInvisibleLevels | TArray< TObjectPtr< class ULevel > > | Level(s) in the queue to be made invisible. | Engine/World.h |
|
| MakingVisibleLevels | TArray< TObjectPtr< class ULevel > > | Level(s) in the queue to be made visible. | Engine/World.h |
|
| MovieSceneSequenceTick | FOnMovieSceneSequenceTick | Engine/World.h | ||
| NavigationSystem | TObjectPtr< class UNavigationSystemBase > | The world's navigation data manager | Engine/World.h |
|
| NonDefaultPhysicsVolumeList | TArray< TWeakObjectPtr< APhysicsVolume > > | List of all physics volumes in the world. Does not include the DefaultPhysicsVolume. | Engine/World.h | |
| NumStreamingLevelsBeingLoaded | uint16 | An internal count of how many streaming levels are currently loading | Engine/World.h | |
| OnActorDestroyed | FOnActorDestroyed | Broadcasts a notification whenever an actor is destroyed. | Engine/World.h | |
| OnActorPreSpawnInitialization | FOnActorSpawned | Broadcasts a notification before a newly spawned actor is initialized. | Engine/World.h | |
| OnActorRemovedFromWorld | FOnActorRemovedFromWorld | Broadcasts when an actor has been removed from the world. | Engine/World.h | |
| OnActorSpawned | FOnActorSpawned | Broadcasts a notification whenever an actor is spawned. | Engine/World.h | |
| OnBeginPlay | FOnBeginPlay | Engine/World.h | ||
| OnFeatureLevelChanged | FOnFeatureLevelChanged | A delegate that broadcasts a notification whenever the current feautre level is changed | Engine/World.h | |
| OnPostRegisterAllActorComponents | FOnPostRegisterAllActorComponents | Broadcasts after an actor has registered all its components. | Engine/World.h | |
| OnPreUnregisterAllActorComponents | FOnPreUnregisterAllActorComponents | Broadcasts before an actor unregisters all its components. | Engine/World.h | |
| OnWorldPartitionInitializedEvent | FWorldPartitionInitializedEvent | Engine/World.h | ||
| OnWorldPartitionUninitializedEvent | FWorldPartitionUninitializedEvent | Engine/World.h | ||
| OwningGameInstance | TObjectPtr< class UGameInstance > | Engine/World.h |
|
|
| ParameterCollectionInstances | TArray< TObjectPtr< class UMaterialParameterCollectionInstance > > | Parameter collection instances that hold parameter overrides for this world. | Engine/World.h |
|
| PendingVisibilityLock | FTransactionallySafeRWLock | Used for MT access to MakingVisibleLevels and MakingInvisibleLevels | Engine/World.h | |
| PhysicsScene | FPhysScene * | Physics scene for this world. | Engine/World.h | |
| PlayerControllerList | TArray< TWeakObjectPtr< class APlayerController > > | List of all the player controllers in the world. | Engine/World.h | |
| PlayInEditorNetMode | ENetMode | In PIE, what Net Mode was this world started in? Fallback for not having a NetDriver | Engine/World.h | |
| PostProcessVolumeCachedSizes | TArray< double > | Caches the size of each volume at the time of insertion, for sort determinism in case it later changes. | Engine/World.h | |
| PostTickDispatchEvent | TMulticastDelegate< void()> | Event to gather up all net drivers and call PostTickDispatch at once | Engine/World.h | |
| PostTickFlushEvent | TMulticastDelegate< void()> | Event to gather up all net drivers and call PostTickFlush at once | Engine/World.h | |
| PreTickFlushEvent | TMulticastDelegate< void(float)> | Event called prior to calling TickFlush | Engine/World.h | |
| PSCPool | FWorldPSCPool | Engine/World.h | ||
| RemoveLevelFromWorldExtensionEvent | FRemoveLevelFromWorldExtensionEvent | Engine/World.h | ||
| SelectedLevels | TArray< TObjectPtr< class ULevel > > | Array of selected levels currently in this world. Not serialized to disk to avoid hard references. | Engine/World.h |
|
| SelectedLevelsChangedEvent | FOnSelectedLevelsChangedEvent | Broadcasts whenever selected level list changes. | Engine/World.h | |
| ServerStreamingLevelsVisibility | TObjectPtr< AServerStreamingLevelsVisibility > | Engine/World.h |
|
|
| StreamingLevels | TArray< TObjectPtr< ULevelStreaming > > | Level collection. | Engine/World.h |
|
| StreamingLevelsToConsider | FStreamingLevelsToConsider | This is the list of streaming levels that are actively being considered for what their state should be. | Engine/World.h |
|
| SubsystemCollection | FObjectSubsystemCollection< UWorldSubsystem > | PSC Pooling END. | Engine/World.h | |
| TickDispatchEvent | TMulticastDelegate< void(float)> | Event to gather up all net drivers and call TickDispatch at once | Engine/World.h | |
| TickFlushEvent | TMulticastDelegate< void(float)> | Event to gather up all net drivers and call TickFlush at once | Engine/World.h | |
| TimerManager | FTimerManager * | Gameplay timers. | Engine/World.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddController
(
AController* Controller |
Inserts the passed in controller at the front of the linked list of controllers. | Engine/World.h | |
bool AddLevel
(
ULevel* InLevel |
Add a level to the level list. | Engine/World.h | |
FDelegateHandle AddMovieSceneSequenceTickHandler
(
const FOnMovieSceneSequenceTick::FDelegate& InHandler |
Adds a tick handler for sequences. These handlers get ticked before pre-physics | Engine/World.h | |
void AddNetworkActor
(
AActor* Actor |
Adds the passed in actor to the special network actor list This list is used to specifically single out actors that are relevant for networking without having to scan the much large list | Engine/World.h | |
FDelegateHandle AddOnActorDestroyedHandler
(
const FOnActorDestroyed::FDelegate& InHandler |
Add a listener for OnActorDestroyed events | Engine/World.h | |
FDelegateHandle AddOnActorPreSpawnInitialization
(
const FOnActorSpawned::FDelegate& InHandler |
Add a listener for OnActorPreSpawnInitialization events | Engine/World.h | |
FDelegateHandle AddOnActorRemovedFromWorldHandler
(
const FOnActorRemovedFromWorld::FDelegate& InHandler |
Add a listener for OnActorRemovedFromWorld events | Engine/World.h | |
FDelegateHandle AddOnActorSpawnedHandler
(
const FOnActorSpawned::FDelegate& InHandler |
Add a listener for OnActorSpawned events | Engine/World.h | |
FDelegateHandle AddOnFeatureLevelChangedHandler
(
const FOnFeatureLevelChanged::FDelegate& InHandler |
Add a listener for OnFeatureLevelChanged events | Engine/World.h | |
FDelegateHandle AddOnPostRegisterAllActorComponentsHandler
(
const FOnPostRegisterAllActorComponents::FDelegate& InHandler |
Add a listener for OnPostRegisterAllActorComponents events | Engine/World.h | |
FDelegateHandle AddOnPreUnregisterAllActorComponentsHandler
(
const FOnPreUnregisterAllActorComponents::FDelegate& InHandler |
Add a listener for OnPreUnregisterAllActorComponents events | Engine/World.h | |
void AddParameterCollectionInstance
(
UMaterialParameterCollection* Collection, |
Adds a new instance of the given collection, or overwrites an existing instance if there is one. | Engine/World.h | |
void AddPhysicsVolume
(
APhysicsVolume* Volume |
Add a physics volume to the list of those in the world. | Engine/World.h | |
void AddPostProcessingSettings
(
FVector ViewLocation, |
Called when a scene view for this world needs the worlds post process settings computed | Engine/World.h | |
void AddPrimitiveComponentPSOPrecacheCompleted
(
UPrimitiveComponent* Component |
Informs the world that a primitive component has completed a PSO pre-cache operation. | Engine/World.h | |
void AddStreamingLevel
(
ULevelStreaming* StreamingLevelToAdd |
Add a streaming level to the list of streamed levels to consider. | Engine/World.h | |
void AddStreamingLevels
(
TArrayView< ULevelStreaming*const > StreamingLevelsToAdd |
Add multiple streaming levels to the list of streamed levels to consider. | Engine/World.h | |
void AddToWorld
(
ULevel* Level, |
Associates the passed in level with the world. | Engine/World.h | |
void AddToWorld
(
ULevel* Level, |
Engine/World.h | ||
void AddUniqueStreamingLevel
(
ULevelStreaming* StreamingLevelToAdd |
Add a streaming level to the list of streamed levels to consider. | Engine/World.h | |
void AddUniqueStreamingLevels
(
TArrayView< ULevelStreaming*const > StreamingLevelsToAdd |
Add multiple streaming levels to the list of streamed levels to consider. | Engine/World.h | |
bool AllowAudioPlayback() |
Returns whether audio playback is allowed for this scene. | Engine/World.h | |
bool AllowLevelLoadRequests() |
Returns whether the level streaming code is allowed to issue load requests. | Engine/World.h | |
bool AreActorsInitialized() |
Returns true if the actors have been initialized and are ready to start play | Engine/World.h | |
bool AreAlwaysLoadedLevelsLoaded() |
Returns whether all the 'always loaded' levels are loaded. | Engine/World.h | |
FTraceHandle AsyncLineTraceByChannel
(
EAsyncTraceType InTraceType, |
Interface for Async. | Engine/World.h | |
FTraceHandle AsyncLineTraceByObjectType
(
EAsyncTraceType InTraceType, |
Interface for Async. | Engine/World.h | |
FTraceHandle AsyncLineTraceByProfile
(
EAsyncTraceType InTraceType, |
Interface for Async. | Engine/World.h | |
| Requests async loading of any 'always loaded' level. | Engine/World.h | ||
FTraceHandle AsyncOverlapByChannel
(
const FVector& Pos, |
Interface for Async trace Pretty much same parameter set except you can optional set delegate to be called when execution is completed and you can set UserData if you'd like if no delegate, you can query trace data using QueryTraceData or QueryOverlapData the data is available only in the next frame after request is made - in other words, if request is made in frame X, you can get the result in frame (X+1) | Engine/World.h | |
FTraceHandle AsyncOverlapByObjectType
(
const FVector& Pos, |
Interface for Async trace Pretty much same parameter set except you can optional set delegate to be called when execution is completed and you can set UserData if you'd like if no delegate, you can query trace data using QueryTraceData or QueryOverlapData the data is available only in the next frame after request is made - in other words, if request is made in frame X, you can get the result in frame (X+1) | Engine/World.h | |
FTraceHandle AsyncOverlapByProfile
(
const FVector& Pos, |
Interface for Async trace Pretty much same parameter set except you can optional set delegate to be called when execution is completed and you can set UserData if you'd like if no delegate, you can query trace data using QueryTraceData or QueryOverlapData the data is available only in the next frame after request is made - in other words, if request is made in frame X, you can get the result in frame (X+1) | Engine/World.h | |
FTraceHandle AsyncSweepByChannel
(
EAsyncTraceType InTraceType, |
Interface for Async trace Pretty much same parameter set except you can optional set delegate to be called when execution is completed and you can set UserData if you'd like if no delegate, you can query trace data using QueryTraceData or QueryOverlapData the data is available only in the next frame after request is made - in other words, if request is made in frame X, you can get the result in frame (X+1) | Engine/World.h | |
FTraceHandle AsyncSweepByObjectType
(
EAsyncTraceType InTraceType, |
Interface for Async trace Pretty much same parameter set except you can optional set delegate to be called when execution is completed and you can set UserData if you'd like if no delegate, you can query trace data using QueryTraceData or QueryOverlapData the data is available only in the next frame after request is made - in other words, if request is made in frame X, you can get the result in frame (X+1) | Engine/World.h | |
FTraceHandle AsyncSweepByProfile
(
EAsyncTraceType InTraceType, |
Interface for Async trace Pretty much same parameter set except you can optional set delegate to be called when execution is completed and you can set UserData if you'd like if no delegate, you can query trace data using QueryTraceData or QueryOverlapData the data is available only in the next frame after request is made - in other words, if request is made in frame X, you can get the result in frame (X+1) | Engine/World.h | |
void BeginPlay () |
Start gameplay. | Engine/World.h | |
void BeginTearingDown () |
Mark a world that was initialized for play as starting to tear down in preparation for cleanup. | Engine/World.h | |
void BlockTillLevelStreamingCompleted() |
Updates world's level streaming state using active game players view and blocks until all sub - levels are loaded / visible / hidden so further calls to UpdateLevelStreaming won't do any work unless state changes. | Engine/World.h | |
void BroadcastLevelsChanged() |
Broadcasts that the number of levels has changed. | Engine/World.h | |
void CancelPendingMapChange() |
Cancels pending map change (: we can't cancel pending async loads, so this won't immediately free the memory) | Engine/World.h | |
void ChangeFeatureLevel
(
ERHIFeatureLevel::Type InFeatureLevel, |
Change the feature level that this world is current rendering with | Engine/World.h | |
void CleanupActors () |
Remove NULL entries from actor list. | Engine/World.h | |
void CleanupWorld
(
bool bSessionEnded, |
Cleans up components, streaming data and assorted other intermediate data. | Engine/World.h | |
void ClearActorComponentEndOfFrameUpdate
(
UActorComponent* Component |
Clears the need for a component to have an end of frame update | Engine/World.h | |
void ClearDemoNetDriver() |
Remove internal references to pending demo net driver when starting a replay, but do not destroy it. | Engine/World.h | |
void ClearNetDriver
(
UNetDriver* Driver |
Remove all internal references to this net driver, but do not destroy it. Called by the engine when destroying the driver. | Engine/World.h | |
void ClearStreamingLevels() |
Reset the streaming levels array | Engine/World.h | |
void ClearWorldComponents() |
Clears all level components and world components like e.g. line batcher. | Engine/World.h | |
void CommitMapChange() |
Actually performs the map transition prepared by PrepareMapChange() it happens in the next tick to avoid GC issues if a map change is being prepared but isn't ready yet, the transition code will block until it is wait until IsMapChangeReady() returns true if this is undesired behavior | Engine/World.h | |
void CommitModelSurfaces() |
Commits changes made to the surfaces of the UModels of all levels. | Engine/World.h | |
bool ComponentOverlapMulti
(
TArray< struct FOverlapResult >& OutOverlaps, |
Engine/World.h | ||
bool ComponentOverlapMulti
(
TArray< struct FOverlapResult >& OutOverlaps, |
Test the collision of the supplied component at the supplied location/rotation using object types, and determine the set of components that it overlaps | Engine/World.h | |
bool ComponentOverlapMultiByChannel
(
TArray< struct FOverlapResult >& OutOverlaps, |
Test the collision of the supplied component at the supplied location/rotation using a specific channel, and determine the set of components that it overlaps | Engine/World.h | |
bool ComponentOverlapMultiByChannel
(
TArray< struct FOverlapResult >& OutOverlaps, |
Engine/World.h | ||
bool ComponentSweepMulti
(
TArray< struct FHitResult >& OutHits, |
Sweep the geometry of the supplied component, and determine the set of components that it hits. | Engine/World.h | |
bool ComponentSweepMulti
(
TArray< struct FHitResult >& OutHits, |
Engine/World.h | ||
bool ComponentSweepMultiByChannel
(
TArray< struct FHitResult >& OutHits, |
Sweep the geometry of the supplied component using a specific channel, and determine the set of components that it hits. | Engine/World.h | |
bool ComponentSweepMultiByChannel
(
TArray< struct FHitResult >& OutHits, |
Engine/World.h | ||
void ConditionallyBuildStreamingData() |
Calls ULevel::BuildStreamingData(this,NULL,NULL) if it has been triggered within the last few seconds. | Engine/World.h | |
bool ContainsActor
(
AActor* Actor |
Returns whether the passed in actor is part of any of the loaded levels actors array. | Engine/World.h | |
bool ContainsLevel
(
ULevel* InLevel |
Does the level list contain the given level. | Engine/World.h | |
void CopyGameState
(
AGameModeBase* FromGameMode, |
Copies GameState properties from the GameMode. | Engine/World.h | |
| AISystem getter. | Engine/World.h | ||
void CreateFXSystem() |
Creates a new FX system for this world | Engine/World.h | |
void CreatePhysicsScene
(
const AWorldSettings* Settings |
Creates a new physics scene for this world. | Engine/World.h | |
bool DebugDrawSceneQueries
(
const FName& UsedTraceTag |
Engine/World.h | ||
void DelayStreamingVolumeUpdates
(
int32 InFrameDelay |
Sets the number of frames to delay Streaming Volume updating, useful if you preload a bunch of levels but the camera hasn't caught up yet | Engine/World.h | |
void DeSelectLevel
(
ULevel* InLevel |
Flag a level as not selected. | Engine/World.h | |
bool DestroyActor
(
AActor* Actor, |
Removes the actor from its level's actor list and generally cleans up the engine's internal state. | Engine/World.h | |
void DestroyDemoNetDriver() |
Destroys the current demo net driver. | Engine/World.h | |
bool DestroySwappedPC
(
UNetConnection* Connection |
Looks for a PlayerController that was being swapped by the given NetConnection and, if found, destroys it (because the swap is complete or the connection was closed) | Engine/World.h | |
void DestroyWorld
(
bool bInformEngineOfWorld, |
Destroy this World instance. | Engine/World.h | |
void DuplicateRequestedLevels
(
const FName MapName |
Creates a new level collection of type DynamicDuplicatedLevels by duplicating the levels in DynamicSourceLevels. | Engine/World.h | |
bool EditorDestroyActor
(
AActor* Actor, |
Wrapper for DestroyActor() that should be called in the editor. | Engine/World.h | |
bool EncroachingBlockingGeometry
(
const AActor* TestActor, |
@Return true if Actor would encroach at TestLocation on something that blocks it. | Engine/World.h | |
bool EndPlay
(
EEndPlayReason::Type EndPlayReason |
Tries to stop gameplay by sending EndPlay to all actors in the world. | Engine/World.h | |
void EnsureCollisionTreeIsBuilt () |
Ensures that the collision detection tree is fully built. | Engine/World.h | |
bool Exec
(
UWorld* InWorld, |
Handle Exec/Console Commands related to the World | Engine/World.h | |
UWorld final
(
const FObjectInitializer& ObjectInitializer |
Engine/World.h | ||
const FLevelCollection * FindCollectionByType
(
const ELevelCollectionType InType |
Returns the FLevelCollection for the given InType, or null if a collection of that type hasn't been created yet. | Engine/World.h | |
FLevelCollection * FindCollectionByType
(
const ELevelCollectionType InType |
Returns the FLevelCollection for the given InType, or null if a collection of that type hasn't been created yet. | Engine/World.h | |
int32 FindCollectionIndexByType
(
const ELevelCollectionType InType |
Returns the index of the FLevelCollection with the given InType, or INDEX_NONE if a collection of that type hasn't been created yet. | Engine/World.h | |
FLevelCollection & FindOrAddCollectionByType
(
const ELevelCollectionType InType |
Returns the FLevelCollection for the given InType. | Engine/World.h | |
int32 FindOrAddCollectionByType_Index
(
const ELevelCollectionType InType |
Returns the index of the first FLevelCollection of the given InType. | Engine/World.h | |
FLevelCollection & FindOrAddCollectionForLevelStreaming
(
const ULevelStreaming* Level |
Returns the FLevelCollection for the passed in streaming level, which could depend on configuration | Engine/World.h | |
bool FindTeleportSpot
(
const AActor* TestActor, |
Try to find an acceptable non-colliding location to place TestActor as close to possible to PlaceLocation. | Engine/World.h | |
void FinishAsyncSendAllEndOfFrameUpdates() |
Waits for an async region of sending frame updates to the render thread. | Engine/World.h | |
void FinishPhysicsSim() |
Waits for the physics scene to be done processing | Engine/World.h | |
void FlushDeferredParameterCollectionInstanceUpdates() |
Flush any pending parameter collection updates to the render thrad. | Engine/World.h | |
void FlushLevelStreaming
(
EFlushLevelStreamingType FlushType |
Flushes level streaming in blocking fashion and returns when all levels are loaded/ visible/ hidden so further calls to UpdateLevelStreaming won't do any work unless state changes. | Engine/World.h | |
void FlushLineBatchers
(
const TArrayView< const UWorld::ELineBatcherType >& TypesToFlush |
Flush the specified Line Batcher types | Engine/World.h | |
void ForEachSubsystem
(
TFunctionRef< void(TSubsystemClass*)> Operation |
Performs an operation on all Subsystems of specified type, this is only necessary for interfaces that can have multiple implementations instanced at a time. | Engine/World.h | |
const FLevelCollection * GetActiveLevelCollection () |
Returns the level collection which currently has its context set on this world. | Engine/World.h | |
int32 GetActiveLevelCollectionIndex () |
Returns the index of the level collection which currently has its context set on this world. | Engine/World.h | |
ULevel * GetActiveLightingScenario() |
Returns the active lighting scenario for this world or NULL if none. | Engine/World.h | |
int32 GetActorCount() |
Returns the actor count. | Engine/World.h | |
FString GetAddressURL() |
Return the URL of this level, which may possibly exist on a remote machine. | Engine/World.h | |
UAISystemBase * GetAISystem () |
AISystem getter | Engine/World.h | |
const UAISystemBase * GetAISystem () |
AISystem const getter | Engine/World.h | |
bool GetAllowDeferredPhysicsStateCreation() |
Engine/World.h | ||
FAudioDeviceHandle GetAudioDevice() |
Get the audio device used by this world. | Engine/World.h | |
| Returns the audio device associated with this world. | Engine/World.h | ||
AAudioVolume * GetAudioSettings
(
const FVector& ViewLocation, |
Finds the audio settings to use for a given view location, taking into account the world's default settings and the audio volumes in the world. | Engine/World.h | |
double GetAudioTimeSeconds() |
Returns time in seconds since world was brought up for play, IS stopped when game pauses, NOT dilated/clamped | Engine/World.h | |
| Returns the current Game Mode instance, which is always valid during gameplay on the server. | Engine/World.h | ||
T * GetAuthGameMode () |
Returns the current Game Mode instance cast to the template type. | Engine/World.h | |
FConstCameraActorIterator GetAutoActivateCameraIterator() |
Get an iterator for the list of CameraActors that auto-activate for PlayerControllers. | Engine/World.h | |
| Avoidance manager getter | Engine/World.h | ||
const UAvoidanceManager * GetAvoidanceManager () |
Avoidance manager getter | Engine/World.h | |
bool GetBegunPlay() |
Returns true if BeginPlay has been called on actors in the world (and EndPlay has not) | Engine/World.h | |
int32 GetBlockTillLevelStreamingCompletedEpoch() |
Returns BlockTillLevelStreamingCompletedEpoch. | Engine/World.h | |
const FBlueprintToDebuggedObjectMap & GetBlueprintObjectsBeingDebugged() |
Return the array of objects currently bieng debugged. | Engine/World.h | |
UCanvas * GetCanvasForDrawMaterialToRenderTarget() |
Engine/World.h | ||
UCanvas * GetCanvasForRenderingToTarget() |
Gets the canvas object for rendering to a render target. Will allocate one if needed. | Engine/World.h | |
UChaosEventRelay * GetChaosEventRelay() |
Access to the ChaosEventRelay to access all registered events. | Engine/World.h | |
FConstControllerIterator GetControllerIterator() |
Returns an iterator for the controller list. | Engine/World.h | |
ULevel * GetCurrentLevel() |
Get the CurrentLevel for this world. | Engine/World.h | |
ULevel * GetCurrentLevelPendingInvisibility() |
Returns the level, if any, in the process of being made invisible | Engine/World.h | |
ULevel * GetCurrentLevelPendingVisibility() |
Returns the level, if any, in the process of being made visible | Engine/World.h | |
UDataLayerManager * GetDataLayerManager() |
Returns the UDataLayerManager associated with this world. | Engine/World.h |
|
FString GetDebugDisplayName() |
Returns a human friendly display string for the current world (showing the kind of world when in multiplayer PIE) | Engine/World.h | |
ABrush * GetDefaultBrush () |
Returns the default brush for the persistent level. | Engine/World.h | |
float GetDefaultGravityZ() |
Returns the Z component of the default world gravity. | Engine/World.h | |
APhysicsVolume * GetDefaultPhysicsVolume() |
Returns the default physics volume and creates it if necessary. | Engine/World.h | |
float GetDeltaSeconds() |
Returns the frame delta time in seconds adjusted by e.g. time dilation. | Engine/World.h | |
UDemoNetDriver * GetDemoNetDriver() |
Gets the demo net driver for this world. | Engine/World.h | |
int32 GetDetailMode() |
Engine/World.h | ||
PRAGMA_DISABLE_DEPRECATION_WARNINGSERHIFeatureLevel::Type GetFeatureLevel() |
Engine/World.h | ||
| Get the first valid local player via the first player controller. | Engine/World.h | ||
| Get the first valid local player via the first player controller. | Engine/World.h | ||
| Engine/World.h | |||
T * GetFirstPlayerController () |
May return NULL if the cast fails. | Engine/World.h | |
| Returns the owning game instance for this world | Engine/World.h | ||
T * GetGameInstance () |
Returns the OwningGameInstance cast to the template type. | Engine/World.h | |
T * GetGameInstanceChecked() |
Returns the OwningGameInstance cast to the template type, asserting that it is of the correct type. | Engine/World.h | |
T * GetGameState () |
Returns the current GameState instance cast to the template type. | Engine/World.h | |
| Returns the current GameState instance. | Engine/World.h | ||
T * GetGameStateChecked() |
Returns the current GameState instance cast to the template type, asserting that it is of the correct type. | Engine/World.h | |
UGameViewportClient * GetGameViewport() |
Returns a reference to the game viewport displaying this world if one exists. | Engine/World.h | |
float GetGravityZ() |
Returns the Z component of the current world gravity. | Engine/World.h | |
bool GetIsInBlockTillLevelStreamingCompleted() |
Whether the world is currently in a BlockTillLevelStreamingCompleted() call | Engine/World.h | |
| Returns LatentActionManager instance, preferring the one allocated by the game instance if a game instance is associated with this. | Engine/World.h | ||
ULevel * GetLevel
(
int32 InLevelIndex |
Return the level with the given index. | Engine/World.h | |
const TArray< FLevelCollection > & GetLevelCollections() |
Returns a read-only reference to the list of level collections in this world. | Engine/World.h | |
FConstLevelIterator GetLevelIterator() |
Returns an iterator for the level list. | Engine/World.h | |
| Return the list of levels in this world. | Engine/World.h | ||
ALevelScriptActor * GetLevelScriptActor
(
ULevel* OwnerLevel |
Returns the current (or specified) level's level scripting actor | Engine/World.h | |
ULevelStreaming * GetLevelStreamingForPackageName
(
FName PackageName |
Utility for returning the ULevelStreaming object for a particular sub-level, specified by package name | Engine/World.h | |
void GetLightMapsAndShadowMaps
(
ULevel* Level, |
Gets all LightMaps and ShadowMaps associated with this world. | Engine/World.h | |
ULineBatchComponent * GetLineBatcher
(
ELineBatcherType Type |
Returns a pointer to the specified line batcher type | Engine/World.h | |
FString GetLocalURL() |
Return the URL of this level on the local machine. | Engine/World.h | |
const FString GetMapName() |
Returns the name of the current map, taking into account using a dummy persistent world and loading levels into it via PrepareMapChange. | Engine/World.h | |
UModel * GetModel() |
Returns the current levels BSP model. | Engine/World.h | |
const UNavigationSystemBase * GetNavigationSystem () |
NavigationSystem const getter | Engine/World.h | |
| NavigationSystem getter | Engine/World.h | ||
UNetDriver * GetNetDriver() |
Used to get a net driver object. | Engine/World.h | |
| Returns the net mode this world is running under. | Engine/World.h | ||
int32 GetNonDefaultPhysicsVolumeCount() |
Get the count of all PhysicsVolumes in the world that are not a DefaultPhysicsVolume. | Engine/World.h | |
FConstPhysicsVolumeIterator GetNonDefaultPhysicsVolumeIterator() |
Get an iterator for all PhysicsVolumes in the world that are not a DefaultPhysicsVolume. | Engine/World.h | |
int32 GetNumControllers() |
Engine/World.h | ||
int32 GetNumLevels() |
Return the number of levels in this world. | Engine/World.h | |
int32 GetNumPlayerControllers() |
Engine/World.h | ||
int32 GetNumSelectedLevels() |
Return the number of levels in this world. | Engine/World.h | |
uint16 GetNumStreamingLevelsBeingLoaded() |
Engine/World.h | ||
FOnBeginPlay & GetOnBeginPlayEvent() |
Return the event that is broadcast when bBegunPlay is changed | Engine/World.h | |
UMaterialParameterCollectionInstance * GetParameterCollectionInstance
(
const UMaterialParameterCollection* Collection |
Gets this world's instance for a given collection. | Engine/World.h | |
FPhysScene * GetPhysicsScene() |
Returns a pointer to the physics scene for this world. | Engine/World.h | |
FConstPlayerControllerIterator GetPlayerControllerIterator() |
Engine/World.h | ||
int32 GetProgressDenominator() |
Returns the actor count. | Engine/World.h | |
FWorldPSCPool & GetPSCPool() |
Engine/World.h | ||
double GetRealTimeSeconds() |
Returns time in seconds since world was brought up for play, does NOT stop when game pauses, NOT dilated/clamped | Engine/World.h | |
ULevel * GetSelectedLevel
(
int32 InLevelIndex |
Return the selected level with the given index. | Engine/World.h | |
TArray< TObjectPtr< class ULevel > > & GetSelectedLevels() |
Return the list of selected levels in this world. | Engine/World.h | |
const AServerStreamingLevelsVisibility * GetServerStreamingLevelsVisibility() |
Returns the object used to query server streaming level visibility. | Engine/World.h | |
bool GetShouldForceUnloadStreamingLevels() |
Engine/World.h | ||
bool GetShouldForceVisibleStreamingLevels() |
Engine/World.h | ||
bool GetSoftObjectPathMapping
(
FString& OutSourceWorldPath, |
If World Package is instanced return a mapping that can be used to fixup SoftObjectPaths for this world | Engine/World.h | |
const TArray< ULevelStreaming * > & GetStreamingLevels() |
Return a const version of the streaming levels array | Engine/World.h | |
TSubsystemClass * GetSubsystem () |
Get a Subsystem of specified type | Engine/World.h | |
TArray< TSubsystemClass * > GetSubsystemArrayCopy() |
Get all Subsystems of specified type, this is only necessary for interfaces that can have multiple implementations instanced at a time. | Engine/World.h | |
UWorldSubsystem * GetSubsystemBase
(
TSubclassOf< UWorldSubsystem > SubsystemClass |
Get a Subsystem of specified type | Engine/World.h | |
TNotNull< TSubsystemClass * > GetSubsystemChecked() |
Get a Subsystem of specified type, checked | Engine/World.h | |
FGameTime GetTime() |
Returns the dilatable time | Engine/World.h | |
FTimerManager & GetTimerManager() |
Returns TimerManager instance for this world. | Engine/World.h | |
double GetTimeSeconds() |
Returns time in seconds since world was brought up for play, IS stopped when game pauses, IS dilated/clamped | Engine/World.h | |
double GetUnpausedTimeSeconds() |
Returns time in seconds since world was brought up for play, IS NOT stopped when game pauses, IS dilated/clamped | Engine/World.h | |
virtual UWorld * GetWorld() |
Engine/World.h | ||
AWorldDataLayers * GetWorldDataLayers() |
Returns the AWorldDataLayers actor associated with this world. | Engine/World.h | |
UWorldPartition * GetWorldPartition() |
Returns the UWorldPartition associated with this world. | Engine/World.h | |
AWorldSettings * GetWorldSettings
(
bool bCheckStreamingPersistent, |
Engine/World.h |
|
|
void HandleTimelineScrubbed() |
Called from DemoNetDriver when playing back a replay and the timeline is successfully scrubbed | Engine/World.h | |
bool HasAnyLevelMakingInvisible() |
Returns true if any level is in the process of being made invisible | Engine/World.h | |
bool HasAnyLevelMakingVisible() |
Returns true if any level is in the process of being made visible | Engine/World.h | |
bool HasBegunPlay() |
Returns true if gameplay has already started, false otherwise. | Engine/World.h | |
bool HasDefaultPhysicsVolume() |
Returns true if a DefaultPhysicsVolume has been created. | Engine/World.h | |
bool HasEndOfFrameUpdates() |
Returns true if we have any updates that have been deferred to the end of the current frame. | Engine/World.h | |
bool HasEverBeenInitialized() |
Returns whether InitWorld has ever been called since this World was created. | Engine/World.h | |
bool HasMarkedObjectsPendingKill() |
Indicates that the world has marked contained objects as pending kill | Engine/World.h | |
bool HasStreamingLevelsToConsider() |
Returns true if there is at least one level being considered for update | Engine/World.h | |
bool HasSubsystem () |
Check if world has a subsystem of the specified type | Engine/World.h | |
void InitializeActorsForPlay
(
const FURL& InURL, |
Initializes all actors and prepares them to start gameplay | Engine/World.h | |
void InitializeNewWorld
(
const InitializationValues IVS, |
Initializes a newly created world. | Engine/World.h | |
void InitializeSubsystems() |
Initialize all world subsystems | Engine/World.h | |
void InitWorld
(
const FWorldInitializationValues IVS |
Initializes the world, associates the persistent level and sets the proper zones. | Engine/World.h | |
void InsertPostProcessVolume
(
IInterface_PostProcessVolume* InVolume |
Inserts a post process volume into the world in priority order | Engine/World.h | |
void InvalidateAllSkyCaptures() |
Purges all sky capture cached derived data. | Engine/World.h | |
void InvalidateModelGeometry
(
ULevel* InLevel |
Invalidates the cached data used to render the levels' UModel. | Engine/World.h | |
void InvalidateModelSurface
(
bool bCurrentLevelOnly |
Discards the cached data used to render the levels' UModel. | Engine/World.h | |
bool IsBeingCleanedUp() |
Returns true if the world is in the process of being cleaned up. | Engine/World.h | |
bool IsCameraMoveable() |
Engine/World.h | ||
bool IsCleanedUp() |
Returns true if the world has or is in the process of being cleaned up. | Engine/World.h | |
bool IsEditorWorld() |
Returns true if this world is any kind of editor world (including editor preview worlds) | Engine/World.h | |
bool IsGameWorld() |
Returns true if this world is any kind of game world (including PIE worlds) | Engine/World.h | |
bool IsInitialized() |
Returns whether InitWorld has been called without yet calling CleanupWorld. | Engine/World.h | |
bool IsInitializedAndNeedsCleanup() |
Engine/World.h | ||
bool IsInSeamlessTravel() |
Engine/World.h | ||
bool IsInstanced() |
Returns true if world package is instanced. | Engine/World.h | |
bool IsLevelMakingInvisible
(
const ULevel* InLevel |
Returns true if the level is in the process of being made invisible | Engine/World.h | |
bool IsLevelMakingVisible
(
const ULevel* InLevel |
Returns true if the level is in the process of being made visible | Engine/World.h | |
bool IsLevelSelected
(
ULevel* InLevel |
Query whether or not a level is selected. | Engine/World.h | |
bool IsMapChangeReady() |
Engine/World.h | ||
bool IsMovieSceneSequenceTickHandlerBound() |
Check if movie sequences tick handler is bound at all | Engine/World.h | |
bool IsNavigationRebuilt() |
Retrieves information whether all navigation with this world has been rebuilt | Engine/World.h | |
| Test whether net mode is the given mode. | Engine/World.h | ||
bool IsPartitionedWorld () |
Returns true if world contains an associated UWorldPartition object. | Engine/World.h | |
bool IsPaused() |
Engine/World.h | ||
bool IsPlayInEditor() |
Returns whether script is executing within the editor. | Engine/World.h | |
bool IsPlayingClientReplay() |
Returns true if the demo net driver exists and is playing a client recorded replay. | Engine/World.h | |
bool IsPlayingReplay() |
Returns true if we are currently playing a replay | Engine/World.h | |
bool IsPlayInMobilePreview() |
Returns whether script is executing within a mobile preview window | Engine/World.h | |
bool IsPlayInPreview() |
Returns whether script is executing within a preview window | Engine/World.h | |
bool IsPlayInVulkanPreview() |
Returns whether script is executing within a vulkan preview window | Engine/World.h | |
bool IsPreparingMapChange() |
Engine/World.h | ||
bool IsPreviewWorld() |
Returns true if this world is a preview game world (editor or game) | Engine/World.h | |
bool IsRecordingClientReplay() |
Returns true if the game net driver exists and is a client and the demo net driver exists and is a server. | Engine/World.h | |
bool IsRecordingReplay() |
Returns true if we are currently recording a replay | Engine/World.h | |
bool IsRefreshingStreamingLevels() |
Engine/World.h | ||
bool IsStreamingLevelBeingConsidered
(
ULevelStreaming* StreamingLevel |
Returns true if StreamingLevel is part of the levels being considered for update | Engine/World.h | |
void IssueEditorLoadWarnings() |
Engine/World.h | ||
bool IsTraceHandleValid
(
const FTraceHandle& Handle, |
See if TraceHandle is still valid or not | Engine/World.h | |
bool IsVisibilityRequestPending() |
Engine/World.h | ||
AWorldSettings * K2_GetWorldSettings() |
Returns the AWorldSettings actor associated with this world. | Engine/World.h |
|
bool LineTraceMultiByChannel
(
TArray< struct FHitResult >& OutHits, |
Trace a ray against the world using a specific channel and return overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that | Engine/World.h | |
bool LineTraceMultiByObjectType
(
TArray< struct FHitResult >& OutHits, |
Trace a ray against the world using object types and return overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that | Engine/World.h | |
bool LineTraceMultiByProfile
(
TArray< struct FHitResult >& OutHits, |
Trace a ray against the world using a specific profile and return overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that | Engine/World.h | |
bool LineTraceSingleByChannel
(
FHitResult& OutHit, |
Trace a ray against the world using a specific channel and return the first blocking hit | Engine/World.h | |
bool LineTraceSingleByObjectType
(
FHitResult& OutHit, |
Trace a ray against the world using object types and return the first blocking hit | Engine/World.h | |
bool LineTraceSingleByProfile
(
FHitResult& OutHit, |
Trace a ray against the world using a specific profile and return the first blocking hit | Engine/World.h | |
bool LineTraceTestByChannel
(
const FVector& Start, |
Trace a ray against the world using a specific channel and return if a blocking hit is found. | Engine/World.h | |
bool LineTraceTestByObjectType
(
const FVector& Start, |
Trace a ray against the world using object types and return if a blocking hit is found. | Engine/World.h | |
bool LineTraceTestByProfile
(
const FVector& Start, |
Trace a ray against the world using a specific profile and return if a blocking hit is found. | Engine/World.h | |
bool Listen
(
FURL& InURL |
Start listening for connections. | Engine/World.h | |
void LoadSecondaryLevels
(
bool bForce, |
Called after GWorld has been set. | Engine/World.h | |
void MarkActorComponentForNeededEndOfFrameUpdate
(
UActorComponent* Component, |
Mark a component as needing an end of frame update | Engine/World.h | |
void MarkObjectsPendingKill() |
Marks this world and all objects within as pending kill | Engine/World.h | |
void ModifyLevel
(
ULevel* Level |
Transacts the specified level the correct way to modify a level as opposed to calling Level->Modify. | Engine/World.h | |
void NavigateTo
(
FIntVector InLocation |
Sets world origin at specified position and stream-in all relevant levels | Engine/World.h | |
void NotifyOfBlueprintDebuggingAssociation
(
UBlueprint* Blueprint, |
Notifies the world of a blueprint debugging reference | Engine/World.h | |
void NotifyPostRegisterAllActorComponents
(
AActor* Actor |
Broadcast an OnPostRegisterAllActorComponents event. | Engine/World.h | |
void NotifyPreUnregisterAllActorComponents
(
AActor* Actor |
Broadcast an OnPreUnregisterAllActorComponents event. | Engine/World.h | |
void OnActorFinishedSpawning
(
AActor* Actor |
Notify the World that an Actor has finished spawning (all OnActorSpawnedHandlers will run) | Engine/World.h | |
FAddLevelToWorldExtensionEvent & OnAddLevelToWorldExtension() |
Sent when Level is being added to the world (used to add custom logic). | Engine/World.h | |
FOnAllLevelsChangedEvent & OnAllLevelsChanged() |
Returns the AllLevelsChangedEvent member. | Engine/World.h | |
FOnLevelsChangedEvent & OnLevelsChanged() |
Returns the LevelsChangedEvent member. | Engine/World.h | |
void OnPostGC() |
Clean up any material parameter collection instances which have had their collections destroyed | Engine/World.h | |
TMulticastDelegateRegistration< void()> & OnPostTickDispatch() |
Engine/World.h | ||
TMulticastDelegateRegistration< void()> & OnPostTickFlush() |
Engine/World.h | ||
TMulticastDelegateRegistration< void(float)> & OnPreTickFlush() |
Engine/World.h | ||
FRemoveLevelFromWorldExtensionEvent & OnRemoveLevelFromWorldExtension() |
Sent when Level is being removed from the world (used to add custom logic). | Engine/World.h | |
FOnSelectedLevelsChangedEvent & OnSelectedLevelsChanged() |
Returns the SelectedLevelsChangedEvent member. | Engine/World.h | |
TMulticastDelegateRegistration< void(float)> & OnTickDispatch() |
Network Tick events | Engine/World.h | |
TMulticastDelegateRegistration< void(float)> & OnTickFlush() |
Engine/World.h | ||
FWorldPartitionInitializedEvent & OnWorldPartitionInitialized() |
Engine/World.h | ||
FWorldPartitionUninitializedEvent & OnWorldPartitionUninitialized() |
Engine/World.h | ||
bool OverlapAnyTestByChannel
(
const FVector& Pos, |
Test the collision of a shape at the supplied location using a specific channel, and return if any blocking or overlapping shape is found | Engine/World.h | |
bool OverlapAnyTestByObjectType
(
const FVector& Pos, |
Test the collision of a shape at the supplied location using object types, and return if any overlap is found | Engine/World.h | |
bool OverlapAnyTestByProfile
(
const FVector& Pos, |
Test the collision of a shape at the supplied location using a specific profile, and return if any blocking or overlap is found | Engine/World.h | |
bool OverlapBlockingTestByChannel
(
const FVector& Pos, |
Test the collision of a shape at the supplied location using a specific channel, and return if any blocking overlap is found | Engine/World.h | |
bool OverlapBlockingTestByProfile
(
const FVector& Pos, |
Test the collision of a shape at the supplied location using a specific profile, and return if any blocking overlap is found | Engine/World.h | |
bool OverlapMultiByChannel
(
TArray< struct FOverlapResult >& OutOverlaps, |
Test the collision of a shape at the supplied location using a specific channel, and determine the set of components that it overlaps | Engine/World.h | |
bool OverlapMultiByObjectType
(
TArray< struct FOverlapResult >& OutOverlaps, |
Test the collision of a shape at the supplied location using object types, and determine the set of components that it overlaps | Engine/World.h | |
bool OverlapMultiByProfile
(
TArray< struct FOverlapResult >& OutOverlaps, |
Test the collision of a shape at the supplied location using a specific profile, and determine the set of components that it overlaps | Engine/World.h | |
void PopulateStreamingLevelsToConsider() |
Examine all streaming levels and determine which ones should be considered. | Engine/World.h | |
void PostInitializeSubsystems() |
Finalize initialization of all world subsystems | Engine/World.h | |
bool PreLoginCheckError
(
UNetConnection* Connection, |
Log error and close connection for prelogin failures. | Engine/World.h | |
void PreLoginComplete
(
const FString& ErrorMsg, |
Check GameMode PreLogin results and welcome player if needed. | Engine/World.h | |
void PreLoginCompleteSplit
(
const FString& ErrorMsg, |
Check GameMode PreLogin results for split screen player joins. | Engine/World.h | |
void PrepareMapChange
(
const TArray< FName >& LevelNames |
Asynchronously loads the given levels in preparation for a streaming map transition. | Engine/World.h | |
void ProcessLevelStreamingVolumes
(
FVector* OverrideViewLocation |
Issues level streaming load/unload requests based on whether local players are inside/outside level streaming volumes. | Engine/World.h | |
void ProcessPendingGroupMoves
(
bool bProcessAllMoves |
Experimental.Processes any currently pending grouped move updates. | Engine/World.h | |
void PropagateLightingScenarioChange() |
Propagates a change to the active lighting scenario. | Engine/World.h | |
void PurgeScene() |
Recreate the editor world's FScene with a null scene interface to drop extra GPU memory during PIE | Engine/World.h | |
void PushComponentGroupMove
(
const FScopedMovementUpdate* Scope |
Experimental. | Engine/World.h | |
bool QueryOverlapData
(
const FTraceHandle& Handle, |
Query function return true if already done and returning valid result - can be hit or no hit return false if either expired or not yet evaluated or invalid Use IsTraceHandleValid to find out if valid and to be evaluated | Engine/World.h | |
bool QueryTraceData
(
const FTraceHandle& Handle, |
Query function return true if already done and returning valid result - can be hit or no hit return false if either expired or not yet evaluated or invalid Use IsTraceHandleValid to find out if valid and to be evaluated | Engine/World.h | |
void RecreateScene
(
ERHIFeatureLevel::Type InFeatureLevel, |
Engine/World.h | ||
void RefreshStreamingLevels
(
const TArray< class ULevelStreaming* >& InLevelsToRefresh |
Called when a specific set of streaming levels need to be refreshed | Engine/World.h | |
void RefreshStreamingLevels () |
Called when level property has changed It refreshes any streaming stuff | Engine/World.h | |
void RegisterAutoActivateCamera
(
ACameraActor* CameraActor, |
Register a CameraActor that auto-activates for a PlayerController. | Engine/World.h | |
void ReInitWorld() |
Calls CleanupWorld and InitWorld, while handling preservation of StreamingLevels and WorldInitialization values Gives a warning and does nothing if IsInitialized is not currently true. | Engine/World.h | |
void ReleasePhysicsScene() |
Releases PhysicsScene manually | Engine/World.h | |
bool RemapCompiledScriptActor
(
FString& Str |
Given a level script actor, modify the string such that it points to the correct instance of the object. | Engine/World.h | |
void RemoveActor
(
AActor* Actor, |
Removes the passed in actor from the actor lists. | Engine/World.h | |
void RemoveController
(
AController* Controller |
Removes the passed in controller from the linked list of controllers. | Engine/World.h | |
void RemoveFromWorld
(
ULevel* Level, |
Engine/World.h | ||
void RemoveFromWorld
(
ULevel* Level, |
Dissociates the passed in level from the world. | Engine/World.h | |
bool RemoveLevel
(
ULevel* InLevel |
Remove a level from the level list. | Engine/World.h | |
void RemoveMovieSceneSequenceTickHandler
(
FDelegateHandle InHandle |
Removes a tick handler for sequences | Engine/World.h | |
void RemoveNetworkActor
(
AActor* Actor |
Removes the passed in actor to from special network actor list | Engine/World.h | |
void RemoveOnActorDestroyededHandler
(
FDelegateHandle InHandle |
Remove a listener for OnActorDestroyed events | Engine/World.h | |
void RemoveOnActorDestroyedHandler
(
FDelegateHandle InHandle |
Engine/World.h | ||
void RemoveOnActorPreSpawnInitialization
(
FDelegateHandle InHandle |
Remove a listener for OnActorPreSpawnInitialization events | Engine/World.h | |
void RemoveOnActorRemovedFromWorldHandler
(
FDelegateHandle InHandle |
Remove a listener for OnActorRemovedFromWorld events | Engine/World.h | |
void RemoveOnActorSpawnedHandler
(
FDelegateHandle InHandle |
Remove a listener for OnActorSpawned events | Engine/World.h | |
void RemoveOnFeatureLevelChangedHandler
(
FDelegateHandle InHandle |
Remove a listener for OnFeatureLevelChanged events | Engine/World.h | |
void RemoveOnPostRegisterAllActorComponentsHandler
(
FDelegateHandle InHandle |
Remove a listener for OnPostRegisterAllActorComponents events | Engine/World.h | |
void RemoveOnPreUnregisterAllActorComponentsHandler
(
FDelegateHandle InHandle |
Remove a listener for OnPreUnregisterAllActorComponents events | Engine/World.h | |
void RemovePhysicsVolume
(
APhysicsVolume* Volume |
Removes a physics volume from the list of those in the world. | Engine/World.h | |
bool RemovePostProcessVolume
(
IInterface_PostProcessVolume* InVolume |
Removes a post process volume from the world. Returns true if it was successfully removed. | Engine/World.h | |
bool RemoveStreamingLevel
(
ULevelStreaming* StreamingLevelToRemove |
Remove a streaming level to the list of streamed levels to consider. | Engine/World.h | |
bool RemoveStreamingLevelAt
(
int32 IndexToRemove |
Remove a streaming level to the list of streamed levels to consider. | Engine/World.h | |
int32 RemoveStreamingLevels
(
TArrayView< ULevelStreaming*const > StreamingLevelsToRemove |
Remove multiple streaming levels to the list of streamed levels to consider. | Engine/World.h | |
void RenameToPIEWorld
(
int32 PIEInstanceID |
Rename this world such that it has the prefix on names for the given PIE Instance ID | Engine/World.h | |
void RequestNewWorldOrigin
(
FIntVector InNewOriginLocation |
Request to translate world origin to specified position on next tick | Engine/World.h | |
bool RequiresHitProxies() |
Accessor for bRequiresHitProxies. | Engine/World.h | |
void ResetCleanedUpState () |
Force reset world to a state where it's not considered cleaned up. | Engine/World.h | |
void RestoreScene() |
Restore the purged editor world FScene back to the proper GPU representation | Engine/World.h | |
void RunTickGroup
(
ETickingGroup Group, |
Run a tick group, ticking all actors and components | Engine/World.h | |
void SeamlessTravel
(
const FString& InURL, |
Seamlessly travels to the given URL by first loading the entry level in the background, switching to it, and then loading the specified level. | Engine/World.h | |
void SelectLevel
(
ULevel* InLevel |
Flag a level as selected. | Engine/World.h | |
void SendAllEndOfFrameUpdates() |
Send all render updates to the rendering thread. | Engine/World.h | |
bool ServerTravel
(
const FString& InURL, |
Jumps the server to new level. | Engine/World.h | |
void SetActiveLevelCollection
(
int32 LevelCollectionIndex |
Sets the level collection and its context on this world. | Engine/World.h | |
void SetAllowDeferredPhysicsStateCreation
(
bool bAllow |
Engine/World.h | ||
void SetAudioDevice
(
const FAudioDeviceHandle& InHandle |
Engine/World.h | ||
void SetBegunPlay
(
bool bHasBegunPlay |
Sets whether BeginPlay has been called for actors in the world. | Engine/World.h | |
bool SetCurrentLevel
(
ULevel* InLevel |
Set the CurrentLevel for this world. Set the CurrentLevel for this world. | Engine/World.h | |
void SetDemoNetDriver
(
UDemoNetDriver*const InDemoNetDriver |
Sets the demo net driver for this world. | Engine/World.h | |
void SetFeatureLevel
(
ERHIFeatureLevel::Type InFeatureLevel |
Engine/World.h | ||
void SetGameInstance
(
UGameInstance* NewGI |
Sets the owning game instance for this world | Engine/World.h | |
bool SetGameMode
(
const FURL& InURL |
Spawns GameMode for the level. | Engine/World.h | |
void SetGameState
(
AGameStateBase* NewGameState |
Sets the current GameState instance on this world and the game state's level collection. | Engine/World.h | |
void SetMapNeedsLightingFullyRebuilt
(
int32 InNumLightingUnbuiltObjects, |
Sets NumLightingUnbuiltObjects to the specified value. | Engine/World.h | |
void SetMaterialParameterCollectionInstanceNeedsUpdate() |
Used to indicate a UMaterialParameterCollectionInstance needs a deferred update | Engine/World.h | |
void SetNavigationSystem
(
UNavigationSystemBase* InNavigationSystem |
Set the pointer to the Navigation System instance. | Engine/World.h | |
void SetNetDriver
(
UNetDriver* NewDriver |
Sets the net driver to use for this world | Engine/World.h | |
bool SetNewWorldOrigin
(
FIntVector InNewOriginLocation |
Translate world origin to specified position | Engine/World.h | |
void SetPhysicsScene
(
FPhysScene* InScene |
Set the physics scene to use by this world | Engine/World.h | |
void SetPlayInEditorInitialNetMode
(
ENetMode InNetMode |
Engine/World.h | ||
void SetSeamlessTravelMidpointPause
(
bool bNowPaused |
This function allows pausing the seamless travel in the middle, right before it starts loading the destination (i.e. while in the transition level) this gives the opportunity to perform any other loading tasks before the final transition this function has no effect if we have already started loading the destination (you will get a log warning if this is the case) | Engine/World.h | |
| Set the selected levels from the given array (Clears existing selections) | Engine/World.h | ||
void SetShouldForceUnloadStreamingLevels
(
bool bInShouldForceUnloadStreamingLevels |
Engine/World.h | ||
void SetShouldForceVisibleStreamingLevels
(
bool bInShouldForceVisibleStreamingLevels |
Engine/World.h | ||
void SetShouldTick
(
const bool bInShouldTick |
Sets whether or not this world is ticked by the engine, but use it at your own risk! This could have unintended consequences if used carelessly. | Engine/World.h | |
void SetStreamingLevels
(
TArray< ULevelStreaming* >&& StreamingLevels |
Replace the streaming levels array | Engine/World.h | |
void SetStreamingLevels
(
TArrayView< ULevelStreaming*const > StreamingLevels |
Replace the streaming levels array | Engine/World.h | |
void SetupParameterCollectionInstances() |
Creates instances for each parameter collection in memory. Called when a world is created. | Engine/World.h | |
void SetupPhysicsTickFunctions
(
float DeltaSeconds |
Set up the physics tick function if they aren't already | Engine/World.h | |
void SetWorldDataLayers
(
AWorldDataLayers* NewWorldDataLayers |
Engine/World.h | ||
void ShaderPlatformChanged() |
Engine/World.h | ||
bool ShouldTick() |
Returns whether or not this world is currently ticking. See SetShouldTick. | Engine/World.h | |
void ShrinkLevel() |
Shrink level elements to their minimum size. | Engine/World.h | |
T * SpawnActor
(
UClass* Class, |
Templated version of SpawnActor that allows you to specify the class type via parameter while the return type is a parent class of that type | Engine/World.h | |
T * SpawnActor
(
const FActorSpawnParameters& SpawnParameters |
Templated version of SpawnActor that allows you to specify a class type via the template type | Engine/World.h | |
T * SpawnActor
(
FVector const& Location, |
Templated version of SpawnActor that allows you to specify location and rotation in addition to class type via the template type | Engine/World.h | |
T * SpawnActor
(
UClass* Class, |
Templated version of SpawnActor that allows you to specify whole Transform class type via parameter while the return type is a parent class of that type | Engine/World.h | |
AActor * SpawnActor
(
UClass* InClass, |
Spawn Actors with given transform and SpawnParameters | Engine/World.h | |
T * SpawnActor
(
UClass* Class, |
Templated version of SpawnActor that allows you to specify the rotation and location in addition class type via parameter while the return type is a parent class of that type | Engine/World.h | |
AActor * SpawnActor
(
UClass* Class, |
Spawn Actors with given transform and SpawnParameters | Engine/World.h | |
T * SpawnActorAbsolute
(
UClass* Class, |
Templated version of SpawnActorAbsolute that allows you to specify whole absolute Transform class type via parameter while the return type is a parent class of that type | Engine/World.h | |
AActor * SpawnActorAbsolute
(
UClass* Class, |
Spawn Actors with given absolute transform (override root component transform) and SpawnParameters | Engine/World.h | |
T * SpawnActorAbsolute
(
FVector const& AbsoluteLocation, |
Templated version of SpawnActorAbsolute that allows you to specify absolute location and rotation in addition to class type via the template type | Engine/World.h | |
T * SpawnActorDeferred
(
UClass* Class, |
Spawns given class and returns class T pointer, forcibly sets world transform (note this allows scale as well). | Engine/World.h | |
ABrush * SpawnBrush() |
Spawns a Brush Actor in the World | Engine/World.h | |
APlayerController * SpawnPlayActor
(
UPlayer* Player, |
Spawns a PlayerController and binds it to the passed in Player with the specified RemoteRole and options | Engine/World.h | |
void StartAsyncSendAllEndOfFrameUpdates() |
Starts an async region of sending frame updates to the render thread. | Engine/World.h | |
void StartPhysicsSim() |
Begin physics simulation | Engine/World.h | |
bool SupportsMakingInvisibleTransactionRequests() |
Returns whether the world supports for a client to use "making invisible" transaction requests to the server. | Engine/World.h | |
bool SupportsMakingVisibleTransactionRequests() |
Returns whether the world supports for a client to use "making visible" transaction requests to the server. | Engine/World.h | |
bool SweepMultiByChannel
(
TArray< struct FHitResult >& OutHits, |
Sweep a shape against the world and return all initial overlaps using a specific channel (including blocking) if requested, then overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that | Engine/World.h | |
bool SweepMultiByObjectType
(
TArray< struct FHitResult >& OutHits, |
Sweep a shape against the world and return all initial overlaps using object types (including blocking) if requested, then overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that | Engine/World.h | |
bool SweepMultiByProfile
(
TArray< FHitResult >& OutHits, |
Sweep a shape against the world and return all initial overlaps using a specific profile, then overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that | Engine/World.h | |
bool SweepSingleByChannel
(
FHitResult& OutHit, |
Sweep a shape against the world and return the first blocking hit using a specific channel | Engine/World.h | |
bool SweepSingleByObjectType
(
FHitResult& OutHit, |
Sweep a shape against the world and return the first blocking hit using object types | Engine/World.h | |
bool SweepSingleByProfile
(
FHitResult& OutHit, |
Sweep a shape against the world and return the first blocking hit using a specific profile | Engine/World.h | |
bool SweepTestByChannel
(
const FVector& Start, |
Sweep a shape against the world using a specific channel and return if a blocking hit is found. | Engine/World.h | |
bool SweepTestByObjectType
(
const FVector& Start, |
Sweep a shape against the world using object types and return if a blocking hit is found. | Engine/World.h | |
bool SweepTestByProfile
(
const FVector& Start, |
Sweep a shape against the world using a specific profile and return if a blocking hit is found. | Engine/World.h | |
void Tick
(
ELevelTick TickType, |
Update the level after a variable amount of time, DeltaSeconds, has passed. | Engine/World.h | |
void TickNetClient
(
float DeltaSeconds |
Do per frame tick behaviors related to the network driver | Engine/World.h | |
double TimeSince
(
double Time |
Helper for getting the time since a certain time. | Engine/World.h | |
void TransferBlueprintDebugReferences
(
UWorld* NewWorld |
Transfers the set of Kismet / Blueprint objects being debugged to the new world that are not already present, and updates blueprints accordingly | Engine/World.h | |
void TriggerStreamingDataRebuild() |
Triggers a call to ULevel::BuildStreamingData(this,NULL,NULL) within a few seconds. | Engine/World.h | |
void UpdateActorComponentEndOfFrameUpdateState
(
UActorComponent* Component |
Updates an ActorComponent's cached state of whether it has been marked for end of frame update based on the current state of the World's NeedsEndOfFrameUpdate arrays | Engine/World.h | |
void UpdateAllSkyCaptures() |
Purges all sky capture cached derived data and forces a re-render of captured scene data. | Engine/World.h | |
void UpdateConstraintActors () |
Updates all physics constraint actor joint locations. | Engine/World.h | |
bool UpdateCullDistanceVolumes
(
AActor* ActorToUpdate, |
Updates cull distance volumes for a specified component or a specified actor or all actors | Engine/World.h | |
void UpdateLevelStreaming
(
const TOptional< const UE::FTimeout >& ExternalTimeout |
Updates sub-levels (load/unload/show/hide) using streaming levels current state | Engine/World.h | |
void UpdateParameterCollectionInstances
(
bool bUpdateInstanceUniformBuffers, |
Updates this world's scene with the list of instances, and optionally updates each instance's uniform buffer. | Engine/World.h | |
void UpdateStreamingLevelPriority
(
ULevelStreaming* StreamingLevel |
Inform the world that the streaming level has had its priority change and may need to be resorted if under consideration. | Engine/World.h | |
void UpdateStreamingLevelShouldBeConsidered
(
ULevelStreaming* StreamingLevelToConsider |
Inform the world that a streaming level has had a potentially state changing modification made to it so that it needs to be in the StreamingLevelsToConsider list. | Engine/World.h | |
void UpdateWorldComponents
(
bool bRerunConstructionScripts, |
Updates world components like e.g. line batcher and all level components. | Engine/World.h | |
bool UsesGameHiddenFlags() |
Returns true if this world should look at game hidden flags instead of editor hidden flags for the purposes of rendering | Engine/World.h | |
void WelcomePlayer
(
UNetConnection* Connection |
Welcome a new player joining this server. | Engine/World.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
Engine/World.h | ||
virtual void FinishDestroy() |
Engine/World.h | ||
| Engine/World.h | |||
virtual void GetAssetRegistryTags
(
FAssetRegistryTagsContext Context |
Engine/World.h | ||
virtual void GetAssetRegistryTags
(
TArray< FAssetRegistryTag >& OutTags |
Engine/World.h | ||
virtual void GetExtendedAssetRegistryTagsForSave
(
const ITargetPlatform* TargetPlatform, |
Engine/World.h | ||
virtual FPrimaryAssetId GetPrimaryAssetId() |
Engine/World.h | ||
virtual EDataValidationResult IsDataValid
(
FDataValidationContext& Context |
Engine/World.h | ||
virtual bool IsNameStableForNetworking() |
Engine/World.h | ||
virtual bool IsReadyForFinishDestroy() |
Engine/World.h | ||
virtual void PostDuplicate
(
bool bDuplicateForPIE |
Engine/World.h | ||
virtual void PostLoad() |
Engine/World.h | ||
virtual void PostSaveRoot
(
FObjectPostSaveRootContext ObjectSaveContext |
Engine/World.h | ||
virtual void PreDuplicate
(
FObjectDuplicationParameters& DupParams |
Engine/World.h | ||
virtual void PreSaveRoot
(
FObjectPreSaveRootContext ObjectSaveContext |
Engine/World.h | ||
virtual bool Rename
(
const TCHAR* NewName, |
Engine/World.h | ||
virtual bool ResolveSubobject
(
const TCHAR* SubObjectPath, |
Engine/World.h | ||
virtual void Serialize
(
FArchive& Ar |
Engine/World.h |
Overridden from FNetworkNotify
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void NotifyAcceptedConnection
(
UNetConnection* Connection |
Notification that a new connection has been created/established as a result of a remote request, previously approved by NotifyAcceptingConnection | Engine/World.h | |
virtual bool NotifyAcceptingChannel
(
UChannel* Channel |
Notification that a new channel is being created/opened as a result of a remote request (Actor creation, etc) | Engine/World.h | |
virtual EAcceptConnection::Type NotifyAcceptingConnection() |
Notification that an incoming connection is pending, giving the interface a chance to reject the request | Engine/World.h | |
virtual void NotifyControlMessage
(
UNetConnection* Connection, |
Handler for messages sent through a remote connection's control channel not required to handle the message, but if it reads any data from Bunch, it MUST read the ENTIRE data stream for that message (i.e. use FNetControlMessage |
Engine/World.h |
Protected
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ThreadedPostLoadAssetRegistryTagsOverride
(
FPostLoadAssetRegistryTagsContext& Context |
Engine/World.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void AddReferencedObjects
(
UObject* InThis, |
Engine/World.h | ||
static FString BuildPIEPackagePrefix
(
int32 PIEInstanceID |
Return the prefix for PIE packages given a PIE Instance ID | Engine/World.h | |
| Given a PackageName and a PIE Instance ID return the name of that Package when being run as a PIE world | Engine/World.h | ||
static UWorld * CreateWorld
(
const EWorldType::Type InWorldType, |
Static function that creates a new UWorld and returns a pointer to it | Engine/World.h | |
static void DeclareConstructClasses
(
TArray< FTopLevelAssetPath >& OutConstructClasses, |
Engine/World.h | ||
| Given a loaded editor UWorld, duplicate it for play in editor purposes with OwningWorld as the world with the persistent level. | Engine/World.h | ||
| Given a package, locate the UWorld contained within if one exists | Engine/World.h | ||
static UWorld * FollowWorldRedirectorInPackage
(
UPackage* Package, |
If the specified package contains a redirector to a UWorld, that UWorld is returned. | Engine/World.h | |
static void GetCollisionProfileChannelAndResponseParams
(
FName ProfileName, |
Engine/World.h | ||
| Duplicate the editor world to create the PIE world. | Engine/World.h | ||
static TSubsystemClass * GetSubsystem
(
const UWorld* World |
Get a Subsystem of specified type from the provided GameInstance returns nullptr if the Subsystem cannot be found or the GameInstance is null | Engine/World.h | |
static bool HasSubsystem
(
const UWorld* World |
Check if world has a subsystem of the specified type from the provided GameInstance returns false if the Subsystem cannot be found or the GameInstance is null | Engine/World.h | |
static bool IsPartitionedWorld
(
const UWorld* InWorld |
Returns true if world contains an associated UWorldPartition object. | Engine/World.h | |
static bool IsWorldOrWorldExternalPackage
(
UPackage* Package |
Given a package, return if package contains a UWorld or an external world object | Engine/World.h | |
| Engine/World.h | |||
static FString RemovePIEPrefix
(
const FString& Source, |
Given a string, return that string with any PIE prefix removed. | Engine/World.h | |
| Given a PackageName and a prefix type, get back to the original package name (i.e. the saved map name) | Engine/World.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ForegroundLineBatcher_DEPRECATED | TObjectPtr< class ULineBatchComponent > | Foreground Line Batchers. This can't be Persistent. | Engine/World.h |
|
| LineBatcher_DEPRECATED | TObjectPtr< class ULineBatchComponent > | Line Batchers. All lines to be drawn in the world. | Engine/World.h |
|
| PersistentLineBatcher_DEPRECATED | TObjectPtr< class ULineBatchComponent > | Persistent Line Batchers. They don't get flushed every frame. | Engine/World.h |
|