| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/GameFramework/WorldSettings.h |
Include |
#include "GameFramework/WorldSettings.h" |
class AWorldSettings :
public AInfo,
public IInterface_AssetUserData
Actor containing all script accessible world properties.
Name | Description | ||
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AssetUserData |
Array of user data stored with the asset |
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uint8: 1 |
bEnableAISystem |
If set to false AI system will not get created. Use it to disable all AI-related activity on a map |
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uint32: 1 |
bEnableHierarchicalLODSystem |
If set to true, hierarchical LODs will be built, which will create hierarchical LODActors |
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uint8: 1 |
bEnableWorldBoundsChecks |
DEFAULT BASIC PHYSICS SETTINGS If true, enables CheckStillInWorld checks |
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uint8: 1 |
bEnableWorldComposition |
Enables tools for composing a tiled world. |
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uint8: 1 |
bEnableWorldOriginRebasing |
World origin will shift to a camera position when camera goes far away from current origin |
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uint8: 1 |
bForceNoPrecomputedLighting |
Whether to force lightmaps and other precomputed lighting to not be created even when the engine thinks they are needed. |
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uint32: 1 |
bGenerateSingleClusterForLevel |
If set to true, all eligible actors in this level will be added to a single cluster representing the entire level (used for small sublevels) |
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uint8: 1 |
bGlobalGravitySet |
If set to true we will use GlobalGravityZ instead of project setting DefaultGravityZ |
|
uint8: 1 |
bHighPriorityLoading |
When this flag is set, more time is allocated to background loading (replicated) |
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uint8: 1 |
bHighPriorityLoadingLocal |
Copy of bHighPriorityLoading that is not replicated, for clientside-only loading operations |
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uint8: 1 |
bMinimizeBSPSections |
Causes the BSP build to generate as few sections as possible. |
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uint8: 1 |
bOverrideDefaultBroadphaseSettings |
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uint8: 1 |
bPlaceCellsOnlyAlongCameraTracks |
Whether to place visibility cells only along camera tracks or only above shadow casting surfaces. |
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uint8: 1 |
bPrecomputeVisibility |
Whether to place visibility cells inside Precomputed Visibility Volumes and along camera tracks in this level. |
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BroadphaseSettings |
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uint8: 1 |
bUseClientSideLevelStreamingVolumes |
Enables client-side streaming volumes instead of server-side. |
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uint8: 1 |
bWorldGravitySet |
If set to true, when we call GetGravityZ we assume WorldGravityZ has already been initialized and skip the lookup of DefaultGravityZ and GlobalGravityZ |
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DefaultAmbientZoneSettings |
Default interior settings used by audio volumes. |
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DefaultBaseSoundMix |
Default Base SoundMix. |
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DefaultColorScale |
Default color scale for the level |
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TSubclassOf< cl... |
DefaultGameMode |
GAMEMODE SETTINGS The default GameMode to use when starting this map in the game. |
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float |
DefaultMaxDistanceFieldOcclusionDistance |
Max occlusion distance used by mesh distance fields, overridden if there is a movable skylight. |
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TSubclassOf< cl... |
DefaultPhysicsVolumeClass |
Level specific default physics volume |
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DefaultReverbSettings |
AUDIO SETTINGS Default reverb settings used by audio volumes. |
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float |
DemoPlayTimeDilation |
Additional TimeDilation used to control demo playback speed. |
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float |
DynamicIndirectShadowsSelfShadowingIntensity |
Controls the intensity of self-shadowing from capsule indirect shadows. |
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TSubclassOf< cl... |
GameNetworkManagerClass |
Class of GameNetworkManager to spawn for network games |
|
float |
GlobalDistanceFieldViewDistance |
Distance from the camera that the global distance field should cover. |
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float |
GlobalGravityZ |
Optional level specific gravity override set by level designer |
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TArray< struct ... |
HierarchicalLODSetup |
Hierarchical LOD Setup |
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TSoftClassPtr< ... |
HLODSetupAsset |
If set overrides the level settings and global project settings |
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float |
KillZ |
Any actor falling below this level gets destroyed |
|
TSubclassOf< UD... |
KillZDamageType |
The type of damage inflicted when a actor falls below KillZ. |
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LightmassSettings |
LIGHTMASS RELATED SETTINGS |
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float |
MatineeTimeDilation |
Additional time dilation used by Matinee (or Sequencer) slomo track. |
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float |
MaxGlobalTimeDilation |
Highest acceptable global time dilation. |
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float |
MaxUndilatedFrameTime |
Largest possible frametime, not considering dilation. Equiv to 1/SlowestFPS. |
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float |
MinGlobalTimeDilation |
Lowest acceptable global time dilation. |
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float |
MinUndilatedFrameTime |
Smallest possible frametime, not considering dilation. Equiv to 1/FastestFPS. |
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float |
MonoCullingDistance |
Distance from the player after which content will be rendered in mono if monoscopic far field rendering is activated |
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NavigationSystemConfig |
Holds parameters for NavigationSystem's creation. |
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NavigationSystemConfigOverride |
Overrides NavigationSystemConfig. |
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NumHLODLevels |
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TSoftObjectPtr<... |
OverrideBaseMaterial |
If set overrides the project-wide base material used for Proxy Materials |
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PackedLightAndShadowMapTextureSize |
RENDERING SETTINGS Maximum size of textures for packed light and shadow maps |
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APlayerState &#... |
PauserPlayerState |
If paused, PlayerState of person pausing the game. |
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TSubclassOf< cl... |
PhysicsCollisionHandlerClass |
Optional level specific collision handler |
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TArray< struct ... |
ReplicationViewers |
Valid only during replication - information about the player(s) being replicated to (there could be more than one in the case of a splitscreen client) |
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float |
TimeDilation |
Normally 1 - scales real time passage. |
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TEnumAsByte< en... |
VisibilityAggressiveness |
Determines how aggressive precomputed visibility should be. |
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VisibilityCellSize |
PRECOMPUTED VISIBILITY SETTINGS World space size of precomputed visibility cells in x and y. |
|
|
float |
WorldGravityZ |
Current gravity actually being used |
|
float |
WorldToMeters |
Scale of 1uu to 1m in real world measurements, for HMD and other physically tracked devices (e.g. 1uu = 1cm would be 100.0) |
Name | Description | |
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AWorldSettings ( |
Name | Description | ||
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UBookmarkBas... |
AddBookmark ( |
Creates and adds a new bookmark of a different class. |
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ClearAllBookmarks() |
Clears all references to current bookmarks. |
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ClearBookmark ( |
Clears the reference to the bookmark from the specified index. |
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CompactBookmarks() |
Attempts to move bookmarks such that all bookmarks are adjacent in memory. |
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float |
FixupDeltaSeconds ( |
Returns the delta time to be used by the tick. Can be overridden if game specific logic is needed. |
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FSoftClassPa... |
GetAISystemClassName() |
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const TArray... |
GetBookmarks() |
Gets the array of bookmarks. |
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TSubclassOf<... |
GetDefaultBookmarkClass() |
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float |
GetEffectiveTimeDilation() |
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float |
GetGravityZ() |
Returns the Z component of the current world gravity and initializes it to the default gravity if called for the first time. |
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UMaterialInt... |
GetHierarchicalLODBaseMaterial() |
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const TArray... |
GetHierarchicalLODSetup() |
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TArray< stru... |
GetHierarchicalLODSetup() |
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const int32 |
GetMaxNumberOfBookmarks() |
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UNavigationS... |
GetNavigationSystemConfig() |
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GetNumHierarchicalLODLevels() |
||
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UBookmarkBas... |
GetOrAddBookmark |
Gets the bookmark at the specified index, creating it if a bookmark doesn't exist. |
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APlayerState... |
GetPauserPlayerState() |
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IsNavigationSystemEnabled() |
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NotifyBeginPlay() |
Called from GameStateBase, calls BeginPlay on all actors |
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NotifyMatchStarted() |
Called from GameStateBase, used to notify native classes of match startup (such as level scripting) |
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OnRep_WorldGravityZ() |
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SetNavigationSystemConfigOverride ( |
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SetPauserPlayerState ( |
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float |
SetTimeDilation ( |
Sets the global time dilation value (subject to clamping). Returns the final value that was set. |
Name | Description | ||
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CheckForErrors() |
Function that gets called from within Map_Check to allow this actor to check itself for any potential errors and register them with map check dialog. |
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IsSelectable() |
Returns true if this actor can EVER be selected in a level in the editor. |
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PostRegisterAllComponents() |
Called after all the components in the Components array are registered, called both in editor and during gameplay |
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PreInitializeComponents() |
Called right before components are initialized, only called during gameplay |
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RewindForReplay() |
Called on the actor before checkpoint data is applied during a replay. |
Name | Description | ||
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CanEditChange ( |
Called by the editor to query whether a property of this object is allowed to be modified. |
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GetLifetimeReplicatedProps ( |
Returns the properties used for network replication, this needs to be overridden by all actor classes with native replicated properties |
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PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
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PostInitProperties() |
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |
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PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
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PostTransacted ( |
Called after the object has been transacted in some way. |
Name | Description | ||
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AddAssetUserData ( |
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UAssetUserDa... |
GetAssetUserDataOfClass ( |
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RemoveUserDataOfClass ( |
Name |
Description |
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FOnBookmarkClassChanged |
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FOnNumberOfBookmarksChanged |
Name |
Description |
---|---|
MAX_BOOKMARK_NUMBER |
Maximum number of bookmarks |
NumMappedBookmarks |
The number of bookmarks that will have mapped keyboard shortcuts by default. |
OnBookmarkClassChanged |
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OnNumberOfBoomarksChanged |
Name | Description | ||
---|---|---|---|
|
uint8: 1 |
bEnableNavigationSystem |
This member will be removed. Please use NavigationSystemConfig instead. |
|
UBookMark *... |
BookMarks |
This member will be removed. Please use the Bookmark accessor functions instead. |
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APlayerState &#... |
Pauser |
This property is deprecated. Please use Get/SetPauserPlayerState(). |