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UWorldSubsystem Base class for auto instanced and initialized systems that share the lifetime of a UWorld
| Name | UWorldSubsystem |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/Subsystems/WorldSubsystem.h |
| Include Path | #include "Subsystems/WorldSubsystem.h" |
Syntax
UCLASS (Abstract, MinimalAPI)
class UWorldSubsystem : public USubsystem
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → USubsystem → UWorldSubsystem
Derived Classes
UWorldSubsystem derived class hierarchy
- UActionableMessageSubsystem
- UActorPartitionSubsystem
- UAsyncMessageWorldSubsystem
- UAudioGameplayTagCacheSubsystem
- UTickableWorldSubsystem
- UAvaCameraSubsystem
- UAvaEditorSubsystem
- UAvaOutlinerSubsystem
- UAvaSceneRigSubsystem
- UAvaSceneSubsystem
- UAvaSelectionProviderSubsystem
- UAvaSequencerSubsystem
- UAvaSequenceSubsystem
- UAvaTransitionRenderingSubsystem
- UAvaTransitionSubsystem
- UAvaViewportDataSubsystem
- UCameraAnimationSequenceSubsystem
- UChaosDebugDrawSubsystem
- UMassSubsystemBase
- UConversationRegistry
- UCsvMetricsSubsystem
- UDataLayerSubsystem
- UDaySequenceSubsystem
- UDisplayClusterWorldSubsystem
- UDMWorldSubsystem
- UDynamicWindSubsystem
- UEngineCamerasSubsystem
- UEnhancedInputWorldSubsystem
- UGameplayBehaviorSubsystem
- UGeometryCollectionISMPoolSubSystem
- UGeometryMaskWorldSubsystem
- UGPULightmassSubsystem
- UISMPoolSubSystem
- ULevelInstanceSubsystem
- ULevelStreamingPersistenceManager
- ULevelStreamingProfilingSubsystem
- UMassTestWorldSubsystem
- UMetaSoundOutputSubsystem
- UMovieGraphRenderLayerSubsystem
- UNetworkPhysicsSystem
- UNetworkPredictionWorldManager
- UNetworkSubsystem
- UObjectTraceWorldSubsystem
- UPhysicsMoverManager
- UPreLoginAsyncManager
- URegisterServerManager
- URestartServerManager
- USmartObjectSubsystem
- USubtitlesSubsystem
- UViewportStatsSubsystem
- UWorldPartitionHLODRuntimeSubsystem
- UWorldPartitionStandaloneHLODSubsystem
- USpatialReadiness
- UWorldMetricsSubsystem
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UWorldSubsystem() |
Subsystems/WorldSubsystem.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void EnsureHasCalledBeginPlay() |
Subsystems/WorldSubsystem.h | ||
void EnsureHasCalledPostInitialize() |
Subsystems/WorldSubsystem.h | ||
virtual UWorld * GetWorld() |
Subsystems/WorldSubsystem.h | ||
UWorld & GetWorldRef () |
Returns a reference to the UWorld this subsystem is contained within. | Subsystems/WorldSubsystem.h | |
virtual void OnWorldBeginPlay
(
UWorld& InWorld |
Called when world is ready to start gameplay before the game mode transitions to the correct state and call BeginPlay on all actors | Subsystems/WorldSubsystem.h | |
virtual void OnWorldComponentsUpdated
(
UWorld& World |
Called after world components (e.g. line batcher and all level components) have been updated | Subsystems/WorldSubsystem.h | |
virtual void OnWorldEndPlay
(
UWorld& InWorld |
Called when world is ready to stop gameplay before the game mode transitions to the correct state and call EndPlay on all actors | Subsystems/WorldSubsystem.h | |
virtual void PostInitialize() |
Called once all UWorldSubsystems have been initialized | Subsystems/WorldSubsystem.h | |
virtual void PreDeinitialize() |
Called once all UWorldSubsystems are about to be deinitialized | Subsystems/WorldSubsystem.h | |
virtual void UpdateStreamingState() |
Subsystems/WorldSubsystem.h |
Overridden from USubsystem
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Initialize
(
FSubsystemCollectionBase& Collection |
Initializes the world subsystem. | Subsystems/WorldSubsystem.h | |
virtual bool ShouldCreateSubsystem
(
UObject* Outer |
Override to control if the Subsystem should be created at all. | Subsystems/WorldSubsystem.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool DoesSupportWorldType
(
const EWorldType::Type WorldType |
Subsystems/WorldSubsystem.h |