AWorldSettings

Actor containing all script accessible world properties.

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Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/GameFramework/WorldSettings.h

Include

#include "GameFramework/WorldSettings.h"

Syntax

class AWorldSettings :
    public AInfo,
    public IInterface_AssetUserData

Remarks

Actor containing all script accessible world properties.

Variables

Name Description

Public variable

TSoftClassPtr< ...

 

AISystemClass

Protected variable

TArray< TObject...

 

AssetUserData

Array of user data stored with the asset

Protected variable

uint8: 1

 

bEnableAISystem

If set to false AI system will not get created. Use it to disable all AI-related activity on a map

Public variable

uint8: 1

 

bEnableWorldBoundsChecks

DEFAULT BASIC PHYSICS SETTINGS If true, enables CheckStillInWorld checks

Public variable

uint8: 1

 

bEnableWorldComposition

Enables tools for composing a tiled world.

Public variable

uint8: 1

 

bEnableWorldOriginRebasing

World origin will shift to a camera position when camera goes far away from current origin

Public variable

uint8: 1

 

bForceNoPrecomputedLighting

Whether to force lightmaps and other precomputed lighting to not be created even when the engine thinks they are needed.

Public variable

uint8: 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)

Public variable

uint8: 1

 

bGlobalGravitySet

If set to true we will use GlobalGravityZ instead of project setting DefaultGravityZ

Public variable

uint8: 1

 

bHighPriorityLoading

When this flag is set, more time is allocated to background loading (replicated)

Public variable

uint8: 1

 

bHighPriorityLoadingLocal

Copy of bHighPriorityLoading that is not replicated, for clientside-only loading operations

Public variable

uint8: 1

 

bIncludeGridSizeInNameForFoliageActors

Whether Foliage actors of this world contain their grid size in their name.

Public variable

uint8: 1

 

bIncludeGridSizeInNameForPartitionedActors

Whether partitioned actors of this world contain their grid size in their name.

Public variable

uint8: 1

 

bMinimizeBSPSections

Causes the BSP build to generate as few sections as possible.

Public variable

uint8: 1

 

bOverrideDefaultBroadphaseSettings

Public variable

uint8: 1

 

bPlaceCellsOnlyAlongCameraTracks

Whether to place visibility cells only along camera tracks or only above shadow casting surfaces.

Public variable

uint8: 1

 

bPrecomputeVisibility

Whether to place visibility cells inside Precomputed Visibility Volumes and along camera tracks in this level.

Public variable

FBroadphaseSett...

 

BroadphaseSettings

Public variable

uint8: 1

 

bUseClientSideLevelStreamingVolumes

Enables client-side streaming volumes instead of server-side.

Public variable

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

Public variable

FInteriorSettin...

 

DefaultAmbientZoneSettings

Default interior settings used by audio volumes.

Public variable

TObjectPtr< cla...

 

DefaultBaseSoundMix

Default Base SoundMix.

Public variable

FVector

 

DefaultColorScale

Default color scale for the level

Public variable

TSubclassOf< cl...

 

DefaultGameMode

GAMEMODE SETTINGS The default GameMode to use when starting this map in the game.

Public variable

float

 

DefaultMaxDistanceFieldOcclusionDistance

Max occlusion distance used by mesh distance fields, overridden if there is a movable skylight.

Public variable

TSubclassOf< cl...

 

DefaultPhysicsVolumeClass

Level specific default physics volume

Public variable

uint32

 

DefaultPlacementGridSize

Default size of the grid for placed elements from the editor

Public variable

FReverbSettings

 

DefaultReverbSettings

AUDIO SETTINGS Default reverb settings used by audio volumes.

Protected variable

FWorldPartition...

 

DefaultWorldPartitionSettings

Public variable

float

 

DemoPlayTimeDilation

Additional TimeDilation used to control demo playback speed.

Public variable

float

 

DynamicIndirectShadowsSelfShadowingIntensity

Controls the intensity of self-shadowing from capsule indirect shadows.

Public variable

TSubclassOf< cl...

 

GameNetworkManagerClass

Class of GameNetworkManager to spawn for network games

Public variable

float

 

GlobalDistanceFieldViewDistance

Distance from the camera that the global distance field should cover.

Public variable

float

 

GlobalGravityZ

Optional level specific gravity override set by level designer

Protected variable

TArray< struct ...

 

HierarchicalLODSetup

Hierarchical LOD Setup

Public variable

FTransform

 

HLODBakingTransform

Specify the transform to apply to the source meshes when building HLODs.

Public variable

TSoftClassPtr< ...

 

HLODSetupAsset

If set overrides the level settings and global project settings

Public variable

uint32

 

InstancedFoliageGridSize

Size of the grid for instanced foliage actors

Public variable

float

 

KillZ

Any actor falling below this level gets destroyed

Public variable

TSubclassOf< UD...

 

KillZDamageType

The type of damage inflicted when a actor falls below KillZ.

Public variable

FVector

 

LevelInstancePivotOffset

Additional transform applied when applying LevelStreaming Transform to LevelInstance

Public variable

FLightmassWorld...

 

LightmassSettings

LIGHTMASS RELATED SETTINGS

Public variable

float

 

MatineeTimeDilation

Additional time dilation used by Matinee (or Sequencer) slomo track.

Public variable

float

 

MaxGlobalTimeDilation

Highest acceptable global time dilation.

Public variable

float

 

MaxUndilatedFrameTime

Largest possible frametime, not considering dilation. Equiv to 1/SlowestFPS.

Public variable

float

 

MinGlobalTimeDilation

Lowest acceptable global time dilation.

Public variable

float

 

MinUndilatedFrameTime

Smallest possible frametime, not considering dilation. Equiv to 1/FastestFPS.

Public variable

uint32

 

NavigationDataBuilderLoadingCellSize

Loading cell size used when building navigation data iteratively.

Public variable

uint32

 

NavigationDataChunkGridSize

Size of the grid for navigation data chunk actors

Protected variable

TObjectPtr< UNa...

 

NavigationSystemConfig

Holds parameters for NavigationSystem's creation.

Protected variable

TObjectPtr< UNa...

 

NavigationSystemConfigOverride

Overrides NavigationSystemConfig.

Public variable

int32

 

NumHLODLevels

Public variable

TSoftObjectPtr<...

 

OverrideBaseMaterial

If set overrides the project-wide base material used for Proxy Materials

Public variable

int32

 

PackedLightAndShadowMapTextureSize

RENDERING SETTINGS Maximum size of textures for packed light and shadow maps

Protected variable

TObjectPtr< cla...

 

PauserPlayerState

If paused, PlayerState of person pausing the game.

Public variable

TSubclassOf< cl...

 

PhysicsCollisionHandlerClass

Optional level specific collision handler

Public variable

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)

Public variable

float

 

TimeDilation

Normally 1 - scales real time passage.

Public variable

TEnumAsByte< en...

 

VisibilityAggressiveness

Determines how aggressive precomputed visibility should be.

Public variable

int32

 

VisibilityCellSize

PRECOMPUTED VISIBILITY SETTINGS World space size of precomputed visibility cells in x and y.

Public variable

float

 

WorldGravityZ

Current gravity actually being used

Protected variable

TObjectPtr< UWo...

 

WorldPartition

Public variable

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)

Constructors

Name Description

Public function

AWorldSettings

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

UBookmarkBas...

 

AddBookmark

(
    const TSubclassOf< UBookmarkBase > ...,
    const bool bExpandIfNecessary
)

Creates and adds a new bookmark of a different class.

Public function

void

 

ClearAllBookmarks()

Clears all references to current bookmarks.

Public function

void

 

ClearBookmark

(
    const uint32 BookmarkIndex
)

Clears the reference to the bookmark from the specified index.

Public function

void

 

CompactBookmarks()

Attempts to move bookmarks such that all bookmarks are adjacent in memory.

Public function Virtual

float

 

FixupDeltaSeconds

(
    float DeltaSeconds,
    float RealDeltaSeconds
)

Returns the delta time to be used by the tick. Can be overridden if game specific logic is needed.

Public function Virtual Const

FSoftClassPa...

 

GetAISystemClassName()

Public function Const

const TArray...

 

GetBookmarks()

Gets the array of bookmarks.

Public function Const

TSubclassOf<...

 

GetDefaultBookmarkClass()

Public function Const

const FWorld...

 

GetDefaultWorldPartitionSettings()

Public function Virtual Const

float

 

GetEffectiveTimeDilation()

Public function Virtual Const

float

 

GetGravityZ()

Returns the Z component of the current world gravity and initializes it to the default gravity if called for the first time.

Public function Const

UMaterialInt...

 

GetHierarchicalLODBaseMaterial()

Public function Const

const TArray...

 

GetHierarchicalLODSetup()

Public function

TArray< stru...

 

GetHierarchicalLODSetup()

Public function Const

const int32

 

GetMaxNumberOfBookmarks()

Public function Const

UNavigationS...

 

GetNavigationSystemConfig()

Public function Const

const UNavig...

 

GetNavigationSystemConfigOverride()

Public function Const

int32

 

GetNumHierarchicalLODLevels()

Public function

UBookmarkBas...

 

GetOrAddBookmark

(
    const uint32 BookmarkIndex,
    const bool bRecreateOnClassMismatch
)

Gets the bookmark at the specified index, creating it if a bookmark doesn't exist.

Public function Const

APlayerState...

 

GetPauserPlayerState()

Public function Const

UWorldPartit...

 

GetWorldPartition()

Public function Const

bool

 

IsAISystemEnabled()

Public function Const

bool

 

IsNavigationSystemEnabled()

Public function Const

bool

 

IsPartitionedWorld()

Public function Virtual

void

 

NotifyBeginPlay()

Called from GameStateBase, calls BeginPlay on all actors

Public function Virtual

void

 

NotifyMatchStarted()

Called from GameStateBase, used to notify native classes of match startup (such as level scripting)

Public function Virtual

void

 

OnRep_WorldGravityZ()

Public function

void

 

ResetDefaultWorldPartitionSettings()

Public function

void

 

ResetHierarchicalLODSetup()

Public function

void

 

SaveDefaultWorldPartitionSettings()

Public function

void

 

SetNavigationSystemConfigOverride

(
    UNavigationSystemConfig* NewCo...
)

Sets a configuration override for NavigationSystem's creation.

Public function Virtual

void

 

SetPauserPlayerState

(
    APlayerState* PlayerState
)

Public function Virtual

float

 

SetTimeDilation

(
    float NewTimeDilation
)

Sets the global time dilation value (subject to clamping). Returns the final value that was set.

Public function

void

 

SetWorldPartition

(
    UWorldPartition* InWorldPartit...
)

Overridden from AActor

Name Description

Public function Virtual

void

 

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.

Public function Virtual Const

bool

 

IsSelectable()

Returns true if this actor can EVER be selected in a level in the editor.

Public function Virtual

void

 

PostRegisterAllComponents()

Called after all the components in the Components array are registered, called both in editor and during gameplay

Public function Virtual

void

 

PreInitializeComponents()

Called right before components are initialized, only called during gameplay

Public function Virtual

void

 

RewindForReplay()

Called on the actor before checkpoint data is applied during a replay.

Public function Virtual Const

bool

 

SupportsExternalPackaging()

Does this actor supports external packaging?

Overridden from UObject

Name Description

Public function Virtual Const

bool

 

CanEditChange

(
    const FProperty* InProperty
)

Called by the editor to query whether a property of this object is allowed to be modified.

Public function Virtual Const

void

 

GetLifetimeReplicatedProps

(
    TArray< FLifetimeProperty >& OutLi...
)

Returns the properties used for network replication, this needs to be overridden by all actor classes with native replicated properties

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

void

 

PostInitProperties()

Called after the C++ constructor and after the properties have been initialized, including those loaded from config.

Public function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.

Public function Virtual

void

 

PostTransacted

(
    const FTransactionObjectEvent& Tra...
)

Called after the object has been transacted in some way.

Overridden from IInterface_AssetUserData

Name Description

Public function Virtual

void

 

AddAssetUserData

(
    UAssetUserData* InUserData
)

Public function Virtual Const

const TArray...

 

GetAssetUserDataArray()

Public function Virtual

UAssetUserDa...

 

GetAssetUserDataOfClass

(
    TSubclassOf< UAssetUserData > InUse...
)

Public function Virtual

void

 

RemoveUserDataOfClass

(
    TSubclassOf< UAssetUserData > InUse...
)

Typedefs

Constants

Name

Description

NumMappedBookmarks

The number of bookmarks that will have mapped keyboard shortcuts by default.

OnBookmarkClassChanged

OnNumberOfBoomarksChanged

Deprecated Variables

Name Description

Protected variable

uint8: 1

 

bEnableNavigationSystem

This member will be removed. Please use NavigationSystemConfig instead.

Public variable

TObjectPtr< cla...

 

BookMarks

This member will be removed. Please use the Bookmark accessor functions instead.