unreal.World
¶
- class unreal.World(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
Object
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.
C++ Source:
Module: Engine
File: World.h
Editor Properties: (see get_editor_property/set_editor_property)
thumbnail_info
(ThumbnailInfo): [Read-Only] Thumbnail Info: Information for thumbnail rendering
- get_world_settings() WorldSettings ¶
Returns the AWorldSettings actor associated with this world.
- Returns:
AWorldSettings actor associated with this world
- Return type: