UWorld::GetLatentActionManager

Returns LatentActionManager instance, preferring the one allocated by the game instance if a game instance is associated with this.

Windows
MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Engine/World.h

Include

#include "Engine/World.h"

Syntax

FLatentActionManager & GetLatentActionManager()

Remarks

Returns LatentActionManager instance, preferring the one allocated by the game instance if a game instance is associated with this.

This pattern is a little bit of a kludge to allow UWorld clients (for instance, preview world in the Blueprint Editor to not worry about replacing features from GameInstance. Alternatively we could mandate that they implement a game instance for their scene.

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss