unreal.WorldSettings

class unreal.WorldSettings(outer=None, name='None')

Bases: unreal.Info

Actor containing all script accessible world properties.

C++ Source:

  • Module: Engine

  • File: WorldSettings.h

Editor Properties: (see get_editor_property/set_editor_property)

  • actor_guid (Guid): [Read-Write] Actor Guid: The GUID for this actor.

    Note: Don’t use VisibleAnywhere here to avoid getting the CPF_Edit flag and get this property reset when resetting to defaults.

    See FActorDetails::AddActorCategory and EditorUtilities::CopySingleProperty for details.

  • ai_system_class (Class): [Read-Write] AISystem Class

  • allow_tick_before_begin_play (bool): [Read-Write] Allow Tick Before Begin Play: Whether we allow this Actor to tick before it receives the BeginPlay event. Normally we don’t tick actors until after BeginPlay; this setting allows this behavior to be overridden. This Actor must be able to tick for this setting to be relevant.

  • always_relevant (bool): [Read-Write] Always Relevant: Always relevant for network (overrides bOnlyRelevantToOwner).

  • auto_destroy_when_finished (bool): [Read-Write] Auto Destroy when Finished: If true then destroy self when “finished”, meaning all relevant components report that they are done and no timelines or timers are in flight.

  • auto_receive_input (AutoReceiveInput): [Read-Write] Auto Receive Input: Automatically registers this actor to receive input from a player.

  • block_input (bool): [Read-Write] Block Input: If true, all input on the stack below this actor will not be considered

  • broadphase_settings (BroadphaseSettings): [Read-Write] Broadphase Settings

  • call_pre_replication (bool): [Read-Write] Call Pre Replication

  • call_pre_replication_for_replay (bool): [Read-Write] Call Pre Replication for Replay

  • can_be_damaged (bool): [Read-Write] Can be Damaged: Whether this actor can take damage. Must be true for damage events (e.g. ReceiveDamage()) to be called. see: https://www.unrealengine.com/blog/damage-in-ue4 see: TakeDamage(), ReceiveDamage()

  • can_be_in_cluster (bool): [Read-Write] Can be in Cluster: If true, this actor can be put inside of a GC Cluster to improve Garbage Collection performance

  • custom_time_dilation (float): [Read-Write] Custom Time Dilation: Allow each actor to run at a different time speed. The DeltaTime for a frame is multiplied by the global TimeDilation (in WorldSettings) and this CustomTimeDilation for this actor’s tick.

  • data_layers (Array(ActorDataLayer)): [Read-Write] Data Layers: DataLayers the actor belongs to.

  • default_ambient_zone_settings (InteriorSettings): [Read-Write] Default Ambient Zone Settings: Default interior settings used by audio volumes.

  • default_base_sound_mix (SoundMix): [Read-Write] Default Base Sound Mix: Default Base SoundMix.

  • default_color_scale (Vector): [Read-Write] Default Color Scale: Default color scale for the level

  • default_game_mode (type(Class)): [Read-Write] Default Game Mode: The default GameMode to use when starting this map in the game. If this value is NULL, the INI setting for default game type is used.

  • default_max_distance_field_occlusion_distance (float): [Read-Write] Default Max Distance Field Occlusion Distance: Max occlusion distance used by mesh distance fields, overridden if there is a movable skylight.

  • default_physics_volume_class (type(Class)): [Read-Write] Default Physics Volume Class: level specific default physics volume

  • default_reverb_settings (ReverbSettings): [Read-Write] Default Reverb Settings: Default reverb settings used by audio volumes.

  • default_update_overlaps_method_during_level_streaming (ActorUpdateOverlapsMethod): [Read-Only] Default Update Overlaps Method During Level Streaming: Default value taken from config file for this class when ‘UseConfigDefault’ is chosen for ‘UpdateOverlapsMethodDuringLevelStreaming’. This allows a default to be chosen per class in the matching config. For example, for Actor it could be specified in DefaultEngine.ini as:

    [/Script/Engine.Actor] DefaultUpdateOverlapsMethodDuringLevelStreaming = OnlyUpdateMovable

    Another subclass could set their default to something different, such as:

    [/Script/Engine.BlockingVolume] DefaultUpdateOverlapsMethodDuringLevelStreaming = NeverUpdate see: UpdateOverlapsMethodDuringLevelStreaming

  • dynamic_indirect_shadows_self_shadowing_intensity (float): [Read-Write] Dynamic Indirect Shadows Self Shadowing Intensity: Controls the intensity of self-shadowing from capsule indirect shadows. These types of shadows use approximate occluder representations, so reducing self-shadowing intensity can hide those artifacts.

  • enable_ai_system (bool): [Read-Write] Enable AISystem: if set to false AI system will not get created. Use it to disable all AI-related activity on a map

  • enable_auto_lod_generation (bool): [Read-Write] Enable Auto LODGeneration: Whether this actor should be considered or not during HLOD generation.

  • enable_large_worlds (bool): [Read-Write] Enable Large Worlds: If true, configures engine for large world testing. Disables CheckStillInWorld checks and octree visibility testing.

    See UE_USE_UE4_WORLD_MAX for a more correct alternative. This setting will be removed once UE_LARGE_WORLD_MAX is considered stable.

  • enable_navigation_system (bool): [Read-Write] Enable Navigation System

  • enable_world_bounds_checks (bool): [Read-Write] Enable World Bounds Checks: If true, enables CheckStillInWorld checks. Note: Do not set this manually if experimenting with large worlds. see: bEnableLargeWorlds

  • enable_world_composition (bool): [Read-Write] Enable World Composition: Enables tools for composing a tiled world. Level has to be saved and all sub-levels removed before enabling this option.

  • enable_world_origin_rebasing (bool): [Read-Write] Enable World Origin Rebasing: World origin will shift to a camera position when camera goes far away from current origin

  • find_camera_component_when_view_target (bool): [Read-Write] Find Camera Component when View Target: If true, this actor should search for an owned camera component to view through when used as a view target.

  • force_no_precomputed_lighting (bool): [Read-Write] Force No Precomputed Lighting: Whether to force lightmaps and other precomputed lighting to not be created even when the engine thinks they are needed. This is useful for improving iteration in levels with fully dynamic lighting and shadowing. Note that any lighting and shadowing interactions that are usually precomputed will be lost if this is enabled.

  • generate_overlap_events_during_level_streaming (bool): [Read-Write] Generate Overlap Events During Level Streaming: If true, this actor will generate overlap Begin/End events when spawned as part of level streaming, which includes initial level load. You might enable this is in the case where a streaming level loads around an actor and you want Begin/End overlap events to trigger. see: UpdateOverlapsMethodDuringLevelStreaming

  • generate_single_cluster_for_level (bool): [Read-Write] Generate Single Cluster for Level: 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)

  • global_distance_field_view_distance (float): [Read-Write] Global Distance Field View Distance: Distance from the camera that the global distance field should cover.

  • global_gravity_set (bool): [Read-Write] Global Gravity Set: If set to true we will use GlobalGravityZ instead of project setting DefaultGravityZ

  • global_gravity_z (float): [Read-Write] Global Gravity Z: optional level specific gravity override set by level designer

  • hidden (bool): [Read-Write] Hidden: Allows us to only see this Actor in the Editor, and not in the actual game. see: SetActorHiddenInGame()

  • hierarchical_lod_setup (Array(HierarchicalSimplification)): [Read-Write] Hierarchical LODSetup: Hierarchical LOD Setup

  • hlod_baking_transform (Transform): [Read-Write] HLODBaking Transform: Specify the transform to apply to the source meshes when building HLODs.

  • hlod_layer (HLODLayer): [Read-Write] HLODLayer: The UHLODLayer in which this actor should be included.

  • hlod_setup_asset (Class): [Read-Write] HLODSetup Asset: If set overrides the level settings and global project settings

  • ignores_origin_shifting (bool): [Read-Write] Ignores Origin Shifting: Whether this actor should not be affected by world origin shifting.

  • initial_life_span (float): [Read-Write] Initial Life Span: How long this Actor lives before dying, 0=forever. Note this is the INITIAL value and should not be modified once play has begun.

  • input_priority (int32): [Read-Write] Input Priority: The priority of this input component when pushed in to the stack.

  • instanced_foliage_grid_size (uint32): [Read-Write] Instanced Foliage Grid Size: Size of the grid for instanced foliage actors, only used for partitioned worlds

  • instigator (Pawn): [Read-Write] Instigator: Pawn responsible for damage and other gameplay events caused by this actor.

  • is_editor_only_actor (bool): [Read-Write] Is Editor Only Actor: Whether this actor is editor-only. Use with care, as if this actor is referenced by anything else that reference will be NULL in cooked builds

  • is_spatially_loaded (bool): [Read-Write] Is Spatially Loaded: Determine if this actor is spatially loaded when placed in a partitioned world.

    If true, this actor will be loaded when in the range of any streaming sources and if (1) in no data layers, or (2) one or more of its data layers are enabled. If false, this actor will be loaded if (1) in no data layers, or (2) one or more of its data layers are enabled.

  • kill_z (float): [Read-Write] Kill Z: any actor falling below this level gets destroyed

  • kill_z_damage_type (type(Class)): [Read-Write] Kill ZDamage Type: The type of damage inflicted when a actor falls below KillZ

  • layers (Array(Name)): [Read-Write] Layers: Layers the actor belongs to. This is outside of the editoronly data to allow hiding of LD-specified layers at runtime for profiling.

  • lightmass_settings (LightmassWorldInfoSettings): [Read-Write] Lightmass Settings: LIGHTMASS RELATED SETTINGS *

  • max_global_time_dilation (float): [Read-Write] Max Global Time Dilation: Highest acceptable global time dilation.

  • max_undilated_frame_time (float): [Read-Write] Max Undilated Frame Time: Largest possible frametime, not considering dilation. Equiv to 1/SlowestFPS.

  • min_global_time_dilation (float): [Read-Write] Min Global Time Dilation: Lowest acceptable global time dilation.

  • min_net_update_frequency (float): [Read-Write] Min Net Update Frequency: Used to determine what rate to throttle down to when replicated properties are changing infrequently

  • min_undilated_frame_time (float): [Read-Write] Min Undilated Frame Time: Smallest possible frametime, not considering dilation. Equiv to 1/FastestFPS.

  • minimize_bsp_sections (bool): [Read-Write] Minimize BSPSections: Causes the BSP build to generate as few sections as possible. This is useful when you need to reduce draw calls but can reduce texture streaming efficiency and effective lightmap resolution. Note - changes require a rebuild to propagate. Also, be sure to select all surfaces and make sure they all have the same flags to minimize section count.

  • navigation_data_builder_loading_cell_size (uint32): [Read-Write] Navigation Data Builder Loading Cell Size: Loading cell size used when building navigation data iteratively. The actual cell size used will be rounded using the NavigationDataChunkGridSize.

  • navigation_data_chunk_grid_size (uint32): [Read-Write] Navigation Data Chunk Grid Size: Size of the grid for navigation data chunk actors

  • navigation_system_config (NavigationSystemConfig): [Read-Write] Navigation System Config: Holds parameters for NavigationSystem’s creation. Set to Null will result

    in NavigationSystem instance not being created for this world. Note that if set NavigationSystemConfigOverride will be used instead.

  • net_cull_distance_squared (float): [Read-Write] Net Cull Distance Squared: Square of the max distance from the client’s viewpoint that this actor is relevant and will be replicated.

  • net_dormancy (NetDormancy): [Read-Write] Net Dormancy: Dormancy setting for actor to take itself off of the replication list without being destroyed on clients.

  • net_load_on_client (bool): [Read-Write] Net Load on Client: This actor will be loaded on network clients during map load

  • net_priority (float): [Read-Write] Net Priority: Priority for this actor when checking for replication in a low bandwidth or saturated situation, higher priority means it is more likely to replicate

  • net_update_frequency (float): [Read-Write] Net Update Frequency: How often (per second) this actor will be considered for replication, used to determine NetUpdateTime

  • net_use_owner_relevancy (bool): [Read-Write] Net Use Owner Relevancy: If actor has valid Owner, call Owner’s IsNetRelevantFor and GetNetPriority

  • on_actor_begin_overlap (ActorBeginOverlapSignature): [Read-Write] On Actor Begin Overlap: Called when another actor begins to overlap this actor, for example a player walking into a trigger. For events when objects have a blocking collision, for example a player hitting a wall, see ‘Hit’ events. note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.

  • on_actor_end_overlap (ActorEndOverlapSignature): [Read-Write] On Actor End Overlap: Called when another actor stops overlapping this actor. note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.

  • on_actor_hit (ActorHitSignature): [Read-Write] On Actor Hit: Called when this Actor hits (or is hit by) something solid. This could happen due to things like Character movement, using Set Location with ‘sweep’ enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the ‘Overlap’ event. note: For collisions during physics simulation to generate hit events, ‘Simulation Generates Hit Events’ must be enabled.

  • on_begin_cursor_over (ActorBeginCursorOverSignature): [Read-Write] On Begin Cursor Over: Called when the mouse cursor is moved over this actor if mouse over events are enabled in the player controller.

  • on_clicked (ActorOnClickedSignature): [Read-Write] On Clicked: Called when the left mouse button is clicked while the mouse is over this actor and click events are enabled in the player controller.

  • on_destroyed (ActorDestroyedSignature): [Read-Write] On Destroyed: Event triggered when the actor has been explicitly destroyed.

  • on_end_cursor_over (ActorEndCursorOverSignature): [Read-Write] On End Cursor Over: Called when the mouse cursor is moved off this actor if mouse over events are enabled in the player controller.

  • on_end_play (ActorEndPlaySignature): [Read-Write] On End Play: Event triggered when the actor is being deleted or removed from a level.

  • on_input_touch_begin (ActorOnInputTouchBeginSignature): [Read-Write] On Input Touch Begin: Called when a touch input is received over this actor when touch events are enabled in the player controller.

  • on_input_touch_end (ActorOnInputTouchEndSignature): [Read-Write] On Input Touch End: Called when a touch input is received over this component when touch events are enabled in the player controller.

  • on_input_touch_enter (ActorBeginTouchOverSignature): [Read-Write] On Input Touch Enter: Called when a finger is moved over this actor when touch over events are enabled in the player controller.

  • on_input_touch_leave (ActorEndTouchOverSignature): [Read-Write] On Input Touch Leave: Called when a finger is moved off this actor when touch over events are enabled in the player controller.

  • on_released (ActorOnReleasedSignature): [Read-Write] On Released: Called when the left mouse button is released while the mouse is over this actor and click events are enabled in the player controller.

  • on_take_any_damage (TakeAnyDamageSignature): [Read-Write] On Take Any Damage: Called when the actor is damaged in any way.

  • on_take_point_damage (TakePointDamageSignature): [Read-Write] On Take Point Damage: Called when the actor is damaged by point damage.

  • on_take_radial_damage (TakeRadialDamageSignature): [Read-Write] On Take Radial Damage: Called when the actor is damaged by radial damage.

  • only_relevant_to_owner (bool): [Read-Write] Only Relevant to Owner: If true, this actor is only relevant to its owner. If this flag is changed during play, all non-owner channels would need to be explicitly closed.

  • optimize_bp_component_data (bool): [Read-Write] Optimize BPComponent Data: Whether to cook additional data to speed up spawn events at runtime for any Blueprint classes based on this Actor. This option may slightly increase memory usage in a cooked build.

  • override_base_material (MaterialInterface): [Read-Write] Override Base Material: If set overrides the project-wide base material used for Proxy Materials

  • override_default_broadphase_settings (bool): [Read-Write] Override Default Broadphase Settings

  • packed_light_and_shadow_map_texture_size (int32): [Read-Write] Packed Light and Shadow Map Texture Size: Maximum size of textures for packed light and shadow maps

  • physics_collision_handler_class (type(Class)): [Read-Write] Physics Collision Handler Class: optional level specific collision handler

  • pivot_offset (Vector): [Read-Write] Pivot Offset: Local space pivot offset for the actor, only used in the editor

  • place_cells_only_along_camera_tracks (bool): [Read-Write] Place Cells Only Along Camera Tracks: Whether to place visibility cells only along camera tracks or only above shadow casting surfaces.

  • precompute_visibility (bool): [Read-Write] Precompute Visibility: Whether to place visibility cells inside Precomputed Visibility Volumes and along camera tracks in this level. Precomputing visibility reduces rendering thread time at the cost of some runtime memory and somewhat increased lighting build times.

  • primary_actor_tick (ActorTickFunction): [Read-Write] Primary Actor Tick: Primary Actor tick function, which calls TickActor(). Tick functions can be configured to control whether ticking is enabled, at what time during a frame the update occurs, and to set up tick dependencies. see: https://docs.unrealengine.com/API/Runtime/Engine/Engine/FTickFunction see: AddTickPrerequisiteActor(), AddTickPrerequisiteComponent()

  • relevant_for_level_bounds (bool): [Read-Write] Relevant for Level Bounds: If true, this actor’s component’s bounds will be included in the level’s bounding box unless the Actor’s class has overridden IsLevelBoundsRelevant

  • replay_rewindable (bool): [Read-Write] Replay Rewindable: If true, this actor will only be destroyed during scrubbing if the replay is set to a time before the actor existed. Otherwise, RewindForReplay will be called if we detect the actor needs to be reset. Note, this Actor must not be destroyed by gamecode, and RollbackViaDeletion may not be used.

  • replicate_movement (bool): [Read-Write] Replicate Movement: If true, replicate movement/location related properties. Actor must also be set to replicate. see: SetReplicates() see: https://docs.unrealengine.com/InteractiveExperiences/Networking/Actors

  • replicated_movement (RepMovement): [Read-Write] Replicated Movement: Used for replication of our RootComponent’s position and velocity

  • replicates (bool): [Read-Write] Replicates: If true, this actor will replicate to remote machines see: SetReplicates()

  • root_component (SceneComponent): [Read-Write] Root Component: The component that defines the transform (location, rotation, scale) of this Actor in the world, all other components must be attached to this one somehow

  • runtime_grid (Name): [Read-Write] Runtime Grid: Determine in which partition grid this actor will be placed in the partition (if the world is partitioned). If None, the decision will be left to the partition.

  • spawn_collision_handling_method (SpawnActorCollisionHandlingMethod): [Read-Write] Spawn Collision Handling Method: Controls how to handle spawning this actor in a situation where it’s colliding with something else. “Default” means AlwaysSpawn here.

  • sprite_scale (float): [Read-Write] Sprite Scale: The scale to apply to any billboard components in editor builds (happens in any WITH_EDITOR build, including non-cooked games).

  • tags (Array(Name)): [Read-Write] Tags: Array of tags that can be used for grouping and categorizing.

  • update_overlaps_method_during_level_streaming (ActorUpdateOverlapsMethod): [Read-Write] Update Overlaps Method During Level Streaming: Condition for calling UpdateOverlaps() to initialize overlap state when loaded in during level streaming. If set to ‘UseConfigDefault’, the default specified in ini (displayed in ‘DefaultUpdateOverlapsMethodDuringLevelStreaming’) will be used. If overlaps are not initialized, this actor and attached components will not have an initial state of what objects are touching it, and overlap events may only come in once one of those objects update overlaps themselves (for example when moving). However if an object touching it does initialize state, both objects will know about their touching state with each other. This can be a potentially large performance savings during level loading and streaming, and is safe if the object and others initially overlapping it do not need the overlap state because they will not trigger overlap notifications.

    Note that if ‘bGenerateOverlapEventsDuringLevelStreaming’ is true, overlaps are always updated in this case, but that flag determines whether the Begin/End overlap events are triggered. see: bGenerateOverlapEventsDuringLevelStreaming, DefaultUpdateOverlapsMethodDuringLevelStreaming, GetUpdateOverlapsMethodDuringLevelStreaming()

  • use_client_side_level_streaming_volumes (bool): [Read-Write] Use Client Side Level Streaming Volumes: Enables client-side streaming volumes instead of server-side. Expected usage scenario: server has all streaming levels always loaded, clients independently stream levels in/out based on streaming volumes.

  • visibility_aggressiveness (VisibilityAggressiveness): [Read-Write] Visibility Aggressiveness: Determines how aggressive precomputed visibility should be. More aggressive settings cull more objects but also cause more visibility errors like popping.

  • visibility_cell_size (int32): [Read-Write] Visibility Cell Size: World space size of precomputed visibility cells in x and y. Smaller sizes produce more effective occlusion culling at the cost of increased runtime memory usage and lighting build times.

  • world_partition (WorldPartition): [Read-Only] World Partition

  • world_to_meters (float): [Read-Write] World to Meters: scale of 1uu to 1m in real world measurements, for HMD and other physically tracked devices (e.g. 1uu = 1cm would be 100.0)

property ai_system_class

[Read-Only] AISystem Class

Type

(Class)

property default_color_scale

[Read-Only] Default Color Scale: Default color scale for the level

Type

(Vector)

property default_game_mode

[Read-Only] Default Game Mode: The default GameMode to use when starting this map in the game. If this value is NULL, the INI setting for default game type is used.

Type

(type(Class))

property default_game_type

‘default_game_type’ was renamed to ‘default_game_mode’.

Type

deprecated

property default_physics_volume_class

[Read-Only] Default Physics Volume Class: level specific default physics volume

Type

(type(Class))

property enable_ai_system

[Read-Only] Enable AISystem: if set to false AI system will not get created. Use it to disable all AI-related activity on a map

Type

(bool)

property enable_large_worlds

[Read-Only] Enable Large Worlds: If true, configures engine for large world testing. Disables CheckStillInWorld checks and octree visibility testing.

See UE_USE_UE4_WORLD_MAX for a more correct alternative. This setting will be removed once UE_LARGE_WORLD_MAX is considered stable.

Type

(bool)

property enable_navigation_system

[Read-Only] Enable Navigation System

Type

(bool)

property enable_world_bounds_checks

[Read-Only] Enable World Bounds Checks: If true, enables CheckStillInWorld checks. Note: Do not set this manually if experimenting with large worlds. see: bEnableLargeWorlds

Type

(bool)

property enable_world_composition

[Read-Only] Enable World Composition: Enables tools for composing a tiled world. Level has to be saved and all sub-levels removed before enabling this option.

Type

(bool)

property enable_world_origin_rebasing

[Read-Only] Enable World Origin Rebasing: World origin will shift to a camera position when camera goes far away from current origin

Type

(bool)

property global_gravity_set

[Read-Only] Global Gravity Set: If set to true we will use GlobalGravityZ instead of project setting DefaultGravityZ

Type

(bool)

property global_gravity_z

[Read-Only] Global Gravity Z: optional level specific gravity override set by level designer

Type

(float)

property kill_z

[Read-Only] Kill Z: any actor falling below this level gets destroyed

Type

(float)

property kill_z_damage_type

[Read-Only] Kill ZDamage Type: The type of damage inflicted when a actor falls below KillZ

Type

(type(Class))

property lightmass_settings

[Read-Write] Lightmass Settings: LIGHTMASS RELATED SETTINGS *

Type

(LightmassWorldInfoSettings)

property navigation_system_config

[Read-Only] Navigation System Config: Holds parameters for NavigationSystem’s creation. Set to Null will result

in NavigationSystem instance not being created for this world. Note that if set NavigationSystemConfigOverride will be used instead.

Type

(NavigationSystemConfig)

property physics_collision_handler_class

[Read-Only] Physics Collision Handler Class: optional level specific collision handler

Type

(type(Class))

property use_client_side_level_streaming_volumes

[Read-Only] Use Client Side Level Streaming Volumes: Enables client-side streaming volumes instead of server-side. Expected usage scenario: server has all streaming levels always loaded, clients independently stream levels in/out based on streaming volumes.

Type

(bool)

property world_to_meters

[Read-Only] World to Meters: scale of 1uu to 1m in real world measurements, for HMD and other physically tracked devices (e.g. 1uu = 1cm would be 100.0)

Type

(float)