UWorld::GetLatentActionManager

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

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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.