| UObjectBase
|
Module |
|
Header |
/Engine/Source/Runtime/Engine/Classes/Engine/World.h |
Include |
#include "Engine/World.h" |
class UWorld :
public UObject,
public FNetworkNotify
The World is the top level object representing a map or a sandbox in which Actors and Components will exist and be rendered.
A World can be a single Persistent Level with an optional list of streaming levels that are loaded and unloaded via volumes and blueprint functions or it can be a collection of levels organized with a World Composition.
In a standalone game, generally only a single World exists except during seamless area transitions when both a destination and current world exists. In the editor many Worlds exist: The level being edited, each PIE instance, each editor tool which has an interactive rendered viewport, and many more.
Name | Description | ||
---|---|---|---|
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ActiveGroupActors |
Group actors currently "active". |
|
|
AsyncPreRegisterDDCRequests |
List of DDC async requests we need to wait on before we register components. Game thread only. |
|
|
AudioDeviceHandle |
Handle to the active audio device for this world. |
|
|
double |
AudioTimeSeconds |
Time in seconds since level began play, but IS paused when the game is paused, and IS NOT dilated/clamped. |
|
AudioVolumes |
Set of AudioVolumes sorted by |
|
|
uint8: 1 |
bActorsInitialized |
Whether actors have been initialized for play |
|
uint8: 1 |
bAggressiveLOD |
Frame rate is well below DesiredFrameRate, so make LOD more aggressive |
|
uint8: 1 |
bAllowAudioPlayback |
Indicates this scene always allows audio playback. |
|
uint8: 1 |
bAreConstraintsDirty |
Keeps track whether actors moved via PostEditMove and therefore constraint syncup should be performed. |
|
uint8: 1 |
bBegunPlay |
Whether BeginPlay has been called on actors |
|
uint8: 1 |
bCreateRenderStateForHiddenComponentsWithCollsion |
If TRUE, 'hidden' components will still create render proxy, so can draw info (see USceneComponent::ShouldRender) |
|
bool |
bDebugDrawAllTraceTags |
When set to true, all scene queries will be drawn |
|
uint8: 1 |
bDebugFrameStepExecutedThisFrame |
Indicates that a single frame advance happened this frame. |
|
uint8: 1 |
bDebugFrameStepExecution |
When set, will tell us to pause simulation after one tick. |
|
uint8: 1 |
bDebugPauseExecution |
Kismet debugging flags - they can be only editor only, but they're uint32, so it doesn't make much difference. |
|
uint8: 1 |
bDoDelayedUpdateCullDistanceVolumes |
True we want to execute a call to UpdateCulledTriggerVolumes during Tick |
|
uint8: 1 |
bDropDetail |
Frame rate is below DesiredFrameRate, so drop high detail actors |
|
uint8: 1 |
bEnableTraceCollision |
This is special flag to enable collision by default for components that are not Volume currently only used by editor level viewport world, and do not use this for in-game scene |
|
uint8: 1 |
bForceUseMovementComponentInNonGameWorld |
Special flag to enable movement component in non game worlds (see UMovementComponent::OnRegister) |
|
uint8: 1 |
bInTick |
Whether we are in the middle of ticking actors/components or not |
|
uint8: 1 |
bIsBuilt |
Whether we have already built the collision tree or not |
|
uint8: 1 |
bIsCameraMoveableWhenPaused |
When set, camera is potentially moveable even when paused |
|
uint8: 1 |
bIsDefaultLevel |
That map is default map or not |
|
uint8: 1 |
bIsLevelStreamingFrozen |
Is level streaming currently frozen? |
|
uint8: 1 |
bIsNameStableForNetworking |
If True, overloaded method IsNameStableForNetworking will always return true. |
|
uint8: 1 |
bIsRunningConstructionScript |
If true this world is in the process of running the construction script for an actor |
|
uint8: 1 |
bIsTearingDown |
Is the world being torn down |
|
uint8: 1 |
bIsWorldInitialized |
Whether world object has been initialized via Init and has not yet had CleanupWorld called |
|
uint8: 1 |
bKismetScriptError |
This is a bool that indicates that one or more blueprints in the level (blueprint instances, level script, etc) have compile errors that could not be automatically resolved. |
|
uint8: 1 |
bMatchStarted |
Whether the match has been started |
|
uint8: 1 |
bPlayersOnly |
When ticking the world, only update players. |
|
uint8: 1 |
bPlayersOnlyPending |
Indicates that at the end the frame bPlayersOnly will be set to true. |
|
uint8: 1 |
bPostTickComponentUpdate |
Indicates that during world ticking we are doing the final component update of dirty components (after PostAsyncWork and effect physics scene has run. |
|
uint8: 1 |
bPurgedScene |
Indicates that the renderer scene for this editor world was purged while Play-in-Editor. |
|
uint8: 1 |
bRequestedBlockOnAsyncLoading |
Whether it was requested that the engine bring up a loading screen and block on async loading. |
|
uint8: 1 |
bShouldSimulatePhysics |
If true this world will tick physics to simulate. |
|
uint8: 1 |
bStartup |
Is the world in its actor initialization phase. |
|
uint8: 1 |
bTickNewlySpawned |
We are in the middle of actor ticking, so add tasks for newly spawned actors |
|
uint8: 1 |
bToggledBetweenPIEandSIEThisFrame |
Indicates that toggling between Play-in-Editor and Simulate-in-Editor happened this frame. |
|
uint8: 1 |
bTriggerPostLoadMap |
Triggers a call to PostLoadMap() the next Tick, turns off loading movie if LoadMap() has been called. |
|
uint8: 1 |
bWorldWasLoadedThisTick |
Set for one tick after completely loading and initializing a new world (regardless of whether it's LoadMap() or seamless travel) |
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CachedViewInfoRenderedLastFrame |
Cached view information from the last rendered frame. |
|
|
CommittedPersistentLevelName |
Name of persistent level if we've loaded levels via CommitMapChange() that aren't normally in the StreamingLevels array (to inform newly joining clients) |
|
|
TObjectPtr< cla... |
ContentBundleManager |
|
|
DebugDrawTraceTag |
When non-'None', all line traces where the TraceTag match this will be drawn |
|
|
TSharedPtr< FPh... |
DefaultPhysicsScene_Chaos |
Default global physics scene. |
|
float |
DeltaRealTimeSeconds |
Frame delta time in seconds with no adjustment for time dilation. |
|
float |
DeltaTimeSeconds |
Frame delta time in seconds adjusted by e.g. time dilation. |
|
EditorViews |
Saved editor viewport states - one for each view type. |
|
|
EndPhysicsTickFunction |
Tick function for ending physics |
|
|
ExtraReferencedObjects |
Array of any additional objects that need to be referenced by this world, to make sure they aren't GC'd |
|
|
TEnumAsByte< ER... |
FeatureLevel |
The current renderer feature level of this world |
|
EFlushLevelStre... |
FlushLevelStreamingType |
Whether we flushing level streaming state |
|
TObjectPtr< cla... |
ForegroundLineBatcher |
Foreground Line Batchers. This can't be Persistent. |
|
FXSystem |
Interface to the FX system managing particles and related effects for this world. |
|
|
GameStateSetEvent |
Called whenever the gamestate is set on the world. |
|
|
HierarchicalLODBuilder |
Hierarchical LOD System. |
|
|
double |
LastRenderTime |
WorldTimeSeconds when this world was last rendered. |
|
double |
LastTimeUnbuiltLightingWasEncountered |
Time in FPlatformTime::Seconds unbuilt time was last encountered. |
|
Layers |
List of all the layers referenced by the world's actors |
|
|
TObjectPtr< cla... |
LineBatcher |
Line Batchers. All lines to be drawn in the world. |
|
uint32 |
LWILastAssignedUID |
Tracks the last assigned unique id for light weight instances in this world. |
|
TObjectPtr< cla... |
MyParticleEventManager |
Particle event manager |
|
TObjectPtr< cla... |
NetDriver |
The NAME_GameNetDriver game connection(s) for client/server communication |
|
TObjectPtr< cla... |
NetworkManager |
Instance of this world's game-specific networking management |
|
float |
NextSwitchCountdown |
Amount of time to wait before traveling to next map, gives clients time to receive final RPCs |
|
TEnumAsByte< ET... |
NextTravelType |
The type of travel to perform next when doing a server travel |
|
NextURL |
The URL to be used for the upcoming server travel |
|
|
uint32 |
NumLightingUnbuiltObjects |
This is a int on the level which is set when a light that needs to have lighting rebuilt is moved. |
|
int32 |
NumTextureStreamingDirtyResources |
Num of resources that have changed since the last texture streaming build. Updated in map check. |
|
int32 |
NumTextureStreamingUnbuiltComponents |
Num of components missing valid texture streaming data. Updated in map check. |
|
uint32 |
NumUnbuiltReflectionCaptures |
|
|
OnActorsInitialized |
||
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OnBeginPostProcessSettings |
||
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OnWorldBeginPlay |
||
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OnWorldMatchStarting |
||
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OriginalWorldName |
Original World Name before PostLoad rename. Used to get external actors on disk. |
|
|
FIntVector |
OriginLocation |
Current location of this world origin |
|
FVector |
OriginOffsetThisFrame |
World origin offset value. Non-zero only for a single frame when origin is rebased |
|
ParticlePerfStats |
Tracking for VFX cost for this world. |
|
|
double |
PauseDelay |
Time at which to start pause |
|
PerfTrackers |
Experimental: In game performance tracking. |
|
|
PerModuleDataObjects |
External modules can have additional data associated with this UWorld. |
|
|
TObjectPtr< cla... |
PersistentLevel |
Persistent level containing the world info, default brush and actors spawned during gameplay among other things |
|
TObjectPtr< cla... |
PersistentLineBatcher |
Persistent Line Batchers. They don't get flushed every frame. |
|
TObjectPtr< cla... |
PhysicsCollisionHandler |
Instance of this world's game-specific physics collision handler |
|
TObjectPtr< cla... |
PhysicsField |
Physics Field component. |
|
TSharedPtr< FPh... |
PhysicsScene_Chaos |
Note that this should be merged with PhysScene going forward but is needed for now. |
|
int32 |
PlayerNum |
Counter for allocating game- unique controller player numbers |
|
PostProcessVolumes |
An array of post processing volumes, sorted in ascending order of priority. |
|
|
PreparingLevelNames |
Array of levels that were loaded into this map via PrepareMapChange() / CommitMapChange() (to inform newly joining clients) |
|
|
double |
RealTimeSeconds |
Time in seconds since level began play, but IS NOT paused when the game is paused, and IS NOT dilated/clamped. |
|
FIntVector |
RequestedOriginLocation |
Requested new world origin location |
|
Scene |
The interface to the scene manager for this world. |
|
|
StartPhysicsTickFunction |
Tick function for starting physics |
|
|
StreamingLevelsPrefix |
Prefix we used to rename streaming levels, non empty in PIE and standalone preview |
|
|
int32 |
StreamingVolumeUpdateDelay |
Number of frames to delay Streaming Volume updating, useful if you preload a bunch of levels but the camera hasn't caught up yet (INDEX_NONE for infinite) |
|
TObjectPtr< cla... |
ThumbnailInfo |
Information for thumbnail rendering |
|
TEnumAsByte< ET... |
TickGroup |
The current ticking group |
|
FTickTaskLevel ... |
TickTaskLevel |
Data structures for holding the tick functions that are associated with the world (line batcher, etc) |
|
double |
TimeSeconds |
Time in seconds since level began play, but IS paused when the game is paused, and IS dilated/clamped. |
|
double |
UnpausedTimeSeconds |
Time in seconds since level began play, but IS NOT paused when the game is paused, and IS dilated/clamped. |
|
URL |
The URL that was used when loading this World. |
|
|
TArray< FVector... |
ViewLocationsRenderedLastFrame |
View locations rendered in the previous frame, if any. |
|
TObjectPtr< cla... |
WorldComposition |
All levels information from which our world is composed |
|
TEnumAsByte< EW... |
WorldType |
The type of world this is. |
Name | Description | |
---|---|---|
|
UWorld ( |
UWorld default constructor |
Name | Description | |
---|---|---|
|
~UWorld() |
Name | Description | ||
---|---|---|---|
|
void |
AddController ( |
Inserts the passed in controller at the front of the linked list of controllers. |
|
bool |
AddLevel ( |
Add a level to the level list. |
|
FDelegateHan... |
AddMovieSceneSequenceTickHandler ( |
Adds a tick handler for sequences. These handlers get ticked before pre-physics |
|
void |
AddNetworkActor ( |
Adds the passed in actor to the special network actor list This list is used to specifically single out actors that are relevant for networking without having to scan the much large list |
|
FDelegateHan... |
AddOnActorDestroyedHandler ( |
Add a listener for OnActorDestroyed events |
|
FDelegateHan... |
AddOnActorPreSpawnInitialization ( |
Add a listener for OnActorPreSpawnInitialization events |
|
FDelegateHan... |
AddOnActorRemovedFromWorldHandler ( |
Add a listener for OnActorRemovedFromWorld events |
|
FDelegateHan... |
AddOnActorSpawnedHandler ( |
Add a listener for OnActorSpawned events |
|
FDelegateHan... |
AddOnFeatureLevelChangedHandler ( |
Add a listener for OnFeatureLevelChanged events |
|
FDelegateHan... |
AddOnPostRegisterAllActorComponentsHandler ( |
Add a listener for OnPostRegisterAllActorComponents events |
|
FDelegateHan... |
AddOnPreUnregisterAllActorComponentsHandler ( |
Add a listener for OnPreUnregisterAllActorComponents events |
|
void |
AddParameterCollectionInstance ( |
Adds a new instance of the given collection, or overwrites an existing instance if there is one. |
|
void |
AddPhysicsVolume ( |
Add a physics volume to the list of those in the world. |
|
void |
AddPostProcessingSettings ( |
Called when a scene view for this world needs the worlds post process settings computed |
|
void |
AddReferencedObjects ( |
|
|
void |
AddStreamingLevel ( |
Add a streaming level to the list of streamed levels to consider. |
|
void |
AddStreamingLevels ( |
Add multiple streaming levels to the list of streamed levels to consider. |
|
void |
AddToWorld ( |
Associates the passed in level with the world. |
|
void |
AddUniqueStreamingLevel ( |
Add a streaming level to the list of streamed levels to consider. |
|
void |
AddUniqueStreamingLevels ( |
Add multiple streaming levels to the list of streamed levels to consider. |
|
bool |
AllowAudioPlayback() |
Returns whether audio playback is allowed for this scene. |
|
bool |
AllowLevelLoadRequests() |
Returns whether the level streaming code is allowed to issue load requests. |
|
bool |
AreActorsInitialized() |
Returns true if the actors have been initialized and are ready to start play |
|
bool |
AreAlwaysLoadedLevelsLoaded() |
Returns whether all the 'always loaded' levels are loaded. |
|
AsyncLineTraceByChannel ( |
Interface for Async. |
|
|
AsyncLineTraceByObjectType ( |
Interface for Async. |
|
|
AsyncLineTraceByProfile ( |
Interface for Async. |
|
|
void |
AsyncLoadAlwaysLoadedLevelsForSeamlessTravel() |
Requests async loading of any 'always loaded' level. |
|
AsyncOverlapByChannel ( |
Interface for Async trace Pretty much same parameter set except you can optional set delegate to be called when execution is completed and you can set UserData if you'd like if no delegate, you can query trace data using QueryTraceData or QueryOverlapData the data is available only in the next frame after request is made - in other words, if request is made in frame X, you can get the result in frame (X+1) |
|
|
AsyncOverlapByObjectType ( |
Interface for Async trace Pretty much same parameter set except you can optional set delegate to be called when execution is completed and you can set UserData if you'd like if no delegate, you can query trace data using QueryTraceData or QueryOverlapData the data is available only in the next frame after request is made - in other words, if request is made in frame X, you can get the result in frame (X+1) |
|
|
AsyncOverlapByProfile ( |
Interface for Async trace Pretty much same parameter set except you can optional set delegate to be called when execution is completed and you can set UserData if you'd like if no delegate, you can query trace data using QueryTraceData or QueryOverlapData the data is available only in the next frame after request is made - in other words, if request is made in frame X, you can get the result in frame (X+1) |
|
|
AsyncSweepByChannel ( |
Interface for Async trace Pretty much same parameter set except you can optional set delegate to be called when execution is completed and you can set UserData if you'd like if no delegate, you can query trace data using QueryTraceData or QueryOverlapData the data is available only in the next frame after request is made - in other words, if request is made in frame X, you can get the result in frame (X+1) |
|
|
AsyncSweepByObjectType ( |
Interface for Async trace Pretty much same parameter set except you can optional set delegate to be called when execution is completed and you can set UserData if you'd like if no delegate, you can query trace data using QueryTraceData or QueryOverlapData the data is available only in the next frame after request is made - in other words, if request is made in frame X, you can get the result in frame (X+1) |
|
|
AsyncSweepByProfile ( |
Interface for Async trace Pretty much same parameter set except you can optional set delegate to be called when execution is completed and you can set UserData if you'd like if no delegate, you can query trace data using QueryTraceData or QueryOverlapData the data is available only in the next frame after request is made - in other words, if request is made in frame X, you can get the result in frame (X+1) |
|
|
void |
BeginPlay() |
Start gameplay. |
|
void |
BeginTearingDown() |
Mark the world as being torn down |
|
void |
BlockTillLevelStreamingCompleted() |
Updates world's level streaming state using active game players view and blocks until all sub - levels are loaded / visible / hidden so further calls to UpdateLevelStreaming won't do any work unless state changes. |
|
void |
BroadcastLevelsChanged() |
Broadcasts that the number of levels has changed. |
|
BuildPIEPackagePrefix ( |
Return the prefix for PIE packages given a PIE Instance ID |
|
|
void |
CancelPendingMapChange() |
Cancels pending map change ( : we can't cancel pending async loads, so this won't immediately free the memory) |
|
void |
ChangeFeatureLevel ( |
Change the feature level that this world is current rendering with |
|
void |
CleanupActors() |
Remove NULL entries from actor list. |
|
void |
CleanupWorld ( |
Cleans up components, streaming data and assorted other intermediate data. |
|
void |
ClearActorComponentEndOfFrameUpdate ( |
Clears the need for a component to have a end of frame update |
|
void |
ClearDemoNetDriver() |
Remove internal references to pending demo net driver when starting a replay, but do not destroy it. |
|
void |
ClearNetDriver ( |
Remove all internal references to this net driver, but do not destroy it. Called by the engine when destroying the driver. |
|
void |
ClearStreamingLevels() |
Reset the streaming levels array |
|
void |
ClearWorldComponents() |
Clears all level components and world components like e.g. line batcher. |
|
void |
CommitMapChange() |
Actually performs the map transition prepared by PrepareMapChange() it happens in the next tick to avoid GC issues if a map change is being prepared but isn't ready yet, the transition code will block until it is wait until IsMapChangeReady() returns true if this is undesired behavior |
|
void |
CommitModelSurfaces() |
Commits changes made to the surfaces of the UModels of all levels. |
|
bool |
ComponentOverlapMulti ( |
Test the collision of the supplied component at the supplied location/rotation using object types, and determine the set of components that it overlaps |
|
bool |
ComponentOverlapMulti ( |
Test the collision of the supplied component at the supplied location/rotation using object types, and determine the set of components that it overlaps |
|
bool |
ComponentOverlapMultiByChannel ( |
Test the collision of the supplied component at the supplied location/rotation using a specific channel, and determine the set of components that it overlaps |
|
bool |
ComponentOverlapMultiByChannel ( |
Test the collision of the supplied component at the supplied location/rotation using a specific channel, and determine the set of components that it overlaps |
|
bool |
ComponentSweepMulti ( |
Sweep the geometry of the supplied component, and determine the set of components that it hits. |
|
bool |
ComponentSweepMulti ( |
Sweep the geometry of the supplied component, and determine the set of components that it hits. |
|
bool |
ComponentSweepMultiByChannel ( |
Sweep the geometry of the supplied component using a specific channel, and determine the set of components that it hits. |
|
bool |
ComponentSweepMultiByChannel ( |
Sweep the geometry of the supplied component using a specific channel, and determine the set of components that it hits. |
|
void |
ConditionallyBuildStreamingData() |
Calls ULevel::BuildStreamingData(this,NULL,NULL) if it has been triggered within the last few seconds. |
|
bool |
ContainsActor ( |
Returns whether the passed in actor is part of any of the loaded levels actors array. |
|
bool |
ContainsLevel ( |
Does the level list contain the given level. |
|
ConvertToPIEPackageName ( |
Given a PackageName and a PIE Instance ID return the name of that Package when being run as a PIE world |
|
|
void |
CopyGameState ( |
Copies GameState properties from the GameMode. |
|
UAISystemBas... |
CreateAISystem() |
AISystem getter. |
|
void |
CreateFXSystem() |
Creates a new FX system for this world |
|
void |
CreatePhysicsScene ( |
Creates a new physics scene for this world. |
|
UWorld * |
CreateWorld ( |
Static function that creates a new UWorld and returns a pointer to it |
|
bool |
DebugDrawSceneQueries ( |
|
|
void |
DeclareConstructClasses ( |
|
|
void |
DelayStreamingVolumeUpdates ( |
Sets the number of frames to delay Streaming Volume updating, useful if you preload a bunch of levels but the camera hasn't caught up yet |
|
void |
DeSelectLevel ( |
Flag a level as not selected. |
|
bool |
DestroyActor ( |
Removes the actor from its level's actor list and generally cleans up the engine's internal state. |
|
void |
DestroyDemoNetDriver() |
Destroys the current demo net driver. |
|
bool |
DestroySwappedPC ( |
Looks for a PlayerController that was being swapped by the given NetConnection and, if found, destroys it (because the swap is complete or the connection was closed) |
|
void |
DestroyWorld ( |
Destroy this World instance. |
|
void |
DuplicateRequestedLevels ( |
Creates a new level collection of type DynamicDuplicatedLevels by duplicating the levels in DynamicSourceLevels. |
|
UWorld * |
DuplicateWorldForPIE |
Given a loaded editor UWorld, duplicate it for play in editor purposes with OwningWorld as the world with the persistent level. |
|
bool |
EditorDestroyActor ( |
Wrapper for DestroyActor() that should be called in the editor. |
|
bool |
EncroachingBlockingGeometry ( |
True if Actor would encroach at TestLocation on something that blocks it. |
|
void |
EnsureCollisionTreeIsBuilt() |
Ensures that the collision detection tree is fully built. |
|
bool |
Exec ( |
Handle Exec/Console Commands related to the World |
|
final ( |
||
|
const FLevel... |
FindCollectionByType ( |
Returns the FLevelCollection for the given InType, or null if a collection of that type hasn't been created yet. |
|
FLevelCollec... |
FindCollectionByType ( |
Returns the FLevelCollection for the given InType, or null if a collection of that type hasn't been created yet. |
|
int32 |
FindCollectionIndexByType ( |
Returns the index of the FLevelCollection with the given InType, or INDEX_NONE if a collection of that type hasn't been created yet. |
|
FLevelCollec... |
FindOrAddCollectionByType ( |
Returns the FLevelCollection for the given InType. |
|
int32 |
FindOrAddCollectionByType_Index ( |
Returns the index of the first FLevelCollection of the given InType. |
|
bool |
FindTeleportSpot ( |
Try to find an acceptable non-colliding location to place TestActor as close to possible to PlaceLocation. |
|
UWorld * |
FindWorldInPackage ( |
Given a package, locate the UWorld contained within if one exists |
|
void |
FinishPhysicsSim() |
Waits for the physics scene to be done processing |
|
void |
FlushDeferredParameterCollectionInstanceUpdates() |
Flush any pending parameter collection updates to the render thrad. |
|
void |
FlushLevelStreaming ( |
Flushes level streaming in blocking fashion and returns when all levels are loaded/ visible/ hidden so further calls to UpdateLevelStreaming won't do any work unless state changes. |
|
UWorld * |
FollowWorldRedirectorInPackage ( |
If the specified package contains a redirector to a UWorld, that UWorld is returned. |
|
const FLevel... |
GetActiveLevelCollection() |
Returns the level collection which currently has its context set on this world. |
|
int32 |
GetActiveLevelCollectionIndex() |
Returns the index of the level collection which currently has its context set on this world. |
|
ULevel * |
GetActiveLightingScenario() |
Returns the active lighting scenario for this world or NULL if none. |
|
int32 |
GetActorCount() |
Returns the actor count. |
|
GetAddressURL() |
Return the URL of this level, which may possibly exist on a remote machine. |
|
|
const UAISys... |
GetAISystem() |
AISystem const getter |
|
UAISystemBas... |
GetAISystem() |
AISystem getter |
|
bool |
GetAllowDeferredPhysicsStateCreation() |
|
|
FAudioDevice... |
GetAudioDevice() |
Get the audio device used by this world. |
|
FAudioDevice... |
GetAudioDeviceRaw() |
Returns the audio device associated with this world. |
|
AAudioVolume... |
GetAudioSettings ( |
Finds the audio settings to use for a given view location, taking into account the world's default settings and the audio volumes in the world. |
|
double |
GetAudioTimeSeconds() |
Returns time in seconds since world was brought up for play, IS stopped when game pauses, NOT dilated/clamped |
|
AGameModeBas... |
GetAuthGameMode() |
Returns the current Game Mode instance, which is always valid during gameplay on the server. |
|
T * |
GetAuthGameMode() |
Returns the current Game Mode instance cast to the template type. |
|
FConstCamera... |
GetAutoActivateCameraIterator() |
Get an iterator for the list of CameraActors that auto-activate for PlayerControllers. |
|
const UAvoid... |
GetAvoidanceManager() |
Avoidance manager getter |
|
UAvoidanceMa... |
GetAvoidanceManager() |
Avoidance manager getter |
|
int32 |
GetBlockTillLevelStreamingCompletedEpoch() |
Returns BlockTillLevelStreamingCompletedEpoch. |
|
const FBluep... |
GetBlueprintObjectsBeingDebugged() |
Return the array of objects currently bieng debugged. |
|
UCanvas *... |
GetCanvasForDrawMaterialToRenderTarget() |
|
|
UCanvas *... |
GetCanvasForRenderingToTarget() |
Gets the canvas object for rendering to a render target. Will allocate one if needed. |
|
FConstContro... |
GetControllerIterator() |
Returns an iterator for the controller list. |
|
ULevel * |
GetCurrentLevel() |
Get the CurrentLevel for this world. |
|
ULevel * |
GetCurrentLevelPendingInvisibility() |
Returns the level, if any, in the process of being made invisible |
|
ULevel * |
GetCurrentLevelPendingVisibility() |
Returns the level, if any, in the process of being made visible |
|
GetDebugDisplayName() |
Returns a human friendly display string for the current world (showing the kind of world when in multiplayer PIE) |
|
|
ABrush * |
GetDefaultBrush() |
Returns the default brush for the persistent level. |
|
float |
GetDefaultGravityZ() |
Returns the Z component of the default world gravity. |
|
APhysicsVolu... |
GetDefaultPhysicsVolume() |
Returns the default physics volume and creates it if necessary. |
|
float |
GetDeltaSeconds() |
Returns the frame delta time in seconds adjusted by e.g. time dilation. |
|
UDemoNetDriv... |
GetDemoNetDriver() |
Gets the demo net driver for this world. |
|
int32 |
GetDetailMode() |
|
|
UWorld * |
GetDuplicatedWorldForPIE |
Duplicate the editor world to create the PIE world. |
|
T * |
GetFirstLocalPlayerFromController() |
Get the first valid local player via the first player controller. |
|
ULocalPlayer... |
GetFirstLocalPlayerFromController() |
Get the first valid local player via the first player controller. |
|
T * |
GetFirstPlayerController() |
May return NULL if the cast fails. |
|
APlayerContr... |
GetFirstPlayerController() |
|
|
UGameInstanc... |
GetGameInstance() |
Returns the owning game instance for this world |
|
T * |
GetGameInstance() |
Returns the OwningGameInstance cast to the template type. |
|
T * |
GetGameInstanceChecked() |
Returns the OwningGameInstance cast to the template type, asserting that it is of the correct type. |
|
T * |
GetGameState() |
Returns the current GameState instance cast to the template type. |
|
AGameStateBa... |
GetGameState() |
Returns the current GameState instance. |
|
UGameViewpor... |
GetGameViewport() |
Returns a reference to the game viewport displaying this world if one exists. |
|
float |
GetGravityZ() |
Returns the Z component of the current world gravity. |
|
bool |
GetIsInBlockTillLevelStreamingCompleted() |
Whether the world is currently in a BlockTillLevelStreamingCompleted() call |
|
FLatentActio... |
GetLatentActionManager() |
Returns LatentActionManager instance, preferring the one allocated by the game instance if a game instance is associated with this. |
|
ULevel * |
GetLevel ( |
Return the level with the given index. |
|
const TArray... |
GetLevelCollections() |
Returns a read-only reference to the list of level collections in this world. |
|
FConstLevelI... |
GetLevelIterator() |
Returns an iterator for the level list. |
|
const TArray... |
GetLevels() |
Return the list of levels in this world. |
|
ALevelScript... |
GetLevelScriptActor ( |
Returns the current (or specified) level's level scripting actor |
|
ULevelStream... |
GetLevelStreamingForPackageName ( |
Utility for returning the ULevelStreaming object for a particular sub-level, specified by package name |
|
void |
GetLightMapsAndShadowMaps ( |
Gets all LightMaps and ShadowMaps associated with this world. |
|
GetLocalURL() |
Return the URL of this level on the local machine. |
|
|
const FStrin... |
GetMapName() |
Returns the name of the current map, taking into account using a dummy persistent world and loading levels into it via PrepareMapChange. |
|
UModel * |
GetModel() |
Returns the current levels BSP model. |
|
UNavigationS... |
GetNavigationSystem() |
NavigationSystem getter |
|
const UNavig... |
GetNavigationSystem() |
NavigationSystem const getter |
|
UNetDriver &... |
GetNetDriver() |
Used to get a net driver object. |
|
ENetMode |
GetNetMode() |
Returns the net mode this world is running under. |
|
int32 |
GetNonDefaultPhysicsVolumeCount() |
Get the count of all PhysicsVolumes in the world that are not a DefaultPhysicsVolume. |
|
FConstPhysic... |
GetNonDefaultPhysicsVolumeIterator() |
Get an iterator for all PhysicsVolumes in the world that are not a DefaultPhysicsVolume. |
|
int32 |
GetNumControllers() |
|
|
int32 |
GetNumLevels() |
Return the number of levels in this world. |
|
int32 |
GetNumPlayerControllers() |
|
|
int32 |
GetNumSelectedLevels() |
Return the number of levels in this world. |
|
UMaterialPar... |
GetParameterCollectionInstance ( |
Gets this world's instance for a given collection. |
|
FPhysScene &... |
GetPhysicsScene() |
Returns a pointer to the physics scene for this world. |
|
FConstPlayer... |
GetPlayerControllerIterator() |
|
|
int32 |
GetProgressDenominator() |
Returns the actor count. |
|
FWorldPSCPoo... |
GetPSCPool() |
|
|
double |
GetRealTimeSeconds() |
Returns time in seconds since world was brought up for play, does NOT stop when game pauses, NOT dilated/clamped |
|
ULevel * |
GetSelectedLevel ( |
Return the selected level with the given index. |
|
TArray< clas... |
GetSelectedLevels() |
Return the list of selected levels in this world. |
|
const AServe... |
GetServerStreamingLevelsVisibility() |
Returns the object used to query server streaming level visibility. |
|
bool |
GetShouldForceUnloadStreamingLevels() |
|
|
bool |
GetShouldForceVisibleStreamingLevels() |
|
|
bool |
GetSoftObjectPathMapping |
If World Package is instanced return a mapping that can be used to fixup SoftObjectPaths for this world |
|
const TArray... |
GetStreamingLevels() |
Return a const version of the streaming levels array |
|
TSubsystemCl... |
GetSubsystem ( |
Get a Subsystem of specified type from the provided GameInstance returns nullptr if the Subsystem cannot be found or the GameInstance is null |
|
TSubsystemCl... |
GetSubsystem() |
Get a Subsystem of specified type |
|
const TArray... |
GetSubsystemArray() |
Get all Subsystem of specified type, this is only necessary for interfaces that can have multiple implementations instanced at a time. |
|
UWorldSubsys... |
GetSubsystemBase ( |
Get a Subsystem of specified type |
|
GetTime() |
Returns the dilatable time |
|
|
FTimerManage... |
GetTimerManager() |
Returns TimerManager instance for this world. |
|
double |
GetTimeSeconds() |
Returns time in seconds since world was brought up for play, IS stopped when game pauses, IS dilated/clamped |
|
double |
GetUnpausedTimeSeconds() |
Returns time in seconds since world was brought up for play, IS NOT stopped when game pauses, IS dilated/clamped |
|
UWorld * |
GetWorld() |
|
|
AWorldDataLa... |
GetWorldDataLayers() |
Returns the AWorldDataLayers actor associated with this world. |
|
UWorldPartit... |
GetWorldPartition() |
Returns the UWorldPartition associated with this world. |
|
AWorldSettin... |
GetWorldSettings ( |
Returns the AWorldSettings actor associated with this world. |
|
void |
HandleTimelineScrubbed() |
Called from DemoNetDriver when playing back a replay and the timeline is successfully scrubbed |
|
bool |
HasBegunPlay() |
Returns true if gameplay has already started, false otherwise. |
|
bool |
HasDefaultPhysicsVolume() |
Returns true if a DefaultPhysicsVolume has been created. |
|
bool |
HasEndOfFrameUpdates() |
Returns true if we have any updates that have been deferred to the end of the current frame. |
|
bool |
HasEverBeenInitialized() |
Returns whether InitWorld has ever been called since this World was created. |
|
bool |
HasMarkedObjectsPendingKill() |
Indicates that the world has marked contained objects as pending kill |
|
bool |
HasStreamingLevelsToConsider() |
Returns true if there is at least one level being considered for update |
|
bool |
HasSubsystem() |
Check if world has a subsystem of the specified type |
|
bool |
HasSubsystem ( |
Check if world has a subsystem of the specified type from the provided GameInstance returns false if the Subsystem cannot be found or the GameInstance is null |
|
void |
InitializeActorsForPlay ( |
Initializes all actors and prepares them to start gameplay |
|
void |
InitializeNewWorld ( |
Initializes a newly created world. |
|
void |
InitializeSubsystems() |
Initialize all world subsystems |
|
void |
InitWorld ( |
Initializes the world, associates the persistent level and sets the proper zones. |
|
void |
InsertPostProcessVolume ( |
Inserts a post process volume into the world in priority order |
|
void |
InvalidateAllSkyCaptures() |
Purges all sky capture cached derived data. |
|
void |
InvalidateModelGeometry ( |
Invalidates the cached data used to render the levels' UModel. |
|
void |
InvalidateModelSurface ( |
Discards the cached data used to render the levels' UModel. |
|
bool |
IsCameraMoveable() |
|
|
bool |
IsEditorWorld() |
Returns true if this world is any kind of editor world (including editor preview worlds) |
|
bool |
IsGameWorld() |
Returns true if this world is any kind of game world (including PIE worlds) |
|
bool |
IsInitialized() |
Returns whether InitWorld has been called without yet calling CleanupWorld. |
|
bool |
IsInSeamlessTravel() |
|
|
bool |
IsInstanced() |
Returns true if world package is instanced. |
|
bool |
IsLevelSelected ( |
Query whether or not a level is selected. |
|
bool |
IsMapChangeReady() |
|
|
bool |
IsMovieSceneSequenceTickHandlerBound() |
Check if movie sequences tick handler is bound at all |
|
bool |
IsNavigationRebuilt() |
Retrieves information whether all navigation with this world has been rebuilt |
|
bool |
IsNetMode ( |
Test whether net mode is the given mode. |
|
bool |
IsPartitionedWorld ( |
Returns true if world contains an associated UWorldPartition object. |
|
bool |
IsPartitionedWorld() |
Returns true if world contains an associated UWorldPartition object. |
|
bool |
IsPaused() |
|
|
bool |
IsPlayInEditor() |
Returns whether script is executing within the editor. |
|
bool |
IsPlayingClientReplay() |
Returns true if the demo net driver exists and is playing a client recorded replay. |
|
bool |
IsPlayingReplay() |
Returns true if we are currently playing a replay |
|
bool |
IsPlayInMobilePreview() |
Returns whether script is executing within a mobile preview window |
|
bool |
IsPlayInPreview() |
Returns whether script is executing within a preview window |
|
bool |
IsPlayInVulkanPreview() |
Returns whether script is executing within a vulkan preview window |
|
bool |
IsPreparingMapChange() |
|
|
bool |
IsPreviewWorld() |
Returns true if this world is a preview game world (editor or game) |
|
bool |
IsRecordingClientReplay() |
Returns true if the game net driver exists and is a client and the demo net driver exists and is a server. |
|
bool |
IsRecordingReplay() |
Returns true if we are currently recording a replay |
|
bool |
IsRefreshingStreamingLevels() |
|
|
bool |
IsStreamingLevelBeingConsidered ( |
Returns true if StreamingLevel is part of the levels being considered for update |
|
void |
IssueEditorLoadWarnings() |
|
|
bool |
IsTraceHandleValid ( |
See if TraceHandle is still valid or not |
|
bool |
IsVisibilityRequestPending() |
|
|
bool |
IsWorldOrExternalActorPackage ( |
Given a package, return if package contains UWorld or External Actor |
|
AWorldSettin... |
K2_GetWorldSettings() |
Returns the AWorldSettings actor associated with this world. |
|
bool |
LineTraceMultiByChannel ( |
Trace a ray against the world using a specific channel and return overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that |
|
bool |
LineTraceMultiByObjectType ( |
Trace a ray against the world using object types and return overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that |
|
bool |
LineTraceMultiByProfile ( |
Trace a ray against the world using a specific profile and return overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that |
|
bool |
LineTraceSingleByChannel ( |
Trace a ray against the world using a specific channel and return the first blocking hit |
|
bool |
LineTraceSingleByObjectType ( |
Trace a ray against the world using object types and return the first blocking hit |
|
bool |
LineTraceSingleByProfile ( |
Trace a ray against the world using a specific profile and return the first blocking hit |
|
bool |
LineTraceTestByChannel ( |
Trace a ray against the world using a specific channel and return if a blocking hit is found. |
|
bool |
LineTraceTestByObjectType ( |
Trace a ray against the world using object types and return if a blocking hit is found. |
|
bool |
LineTraceTestByProfile ( |
Trace a ray against the world using a specific profile and return if a blocking hit is found. |
|
bool |
Listen ( |
Start listening for connections. |
|
void |
LoadSecondaryLevels |
Called after GWorld has been set. |
|
void |
MarkActorComponentForNeededEndOfFrameUpdate ( |
Mark a component as needing an end of frame update |
|
void |
MarkObjectsPendingKill() |
Marks this world and all objects within as pending kill |
|
void |
ModifyLevel ( |
Transacts the specified level the correct way to modify a level as opposed to calling Level->Modify. |
|
void |
NavigateTo ( |
Sets world origin at specified position and stream-in all relevant levels |
|
void |
NotifyOfBlueprintDebuggingAssociation ( |
Notifies the world of a blueprint debugging reference |
|
void |
NotifyPostRegisterAllActorComponents ( |
Broadcast an OnPostRegisterAllActorComponents event. |
|
void |
NotifyPreUnregisterAllActorComponents ( |
Broadcast an OnPreUnregisterAllActorComponents event. |
|
FOnLevelsCha... |
OnLevelsChanged() |
Returns the LevelsChangedEvent member. |
|
FOnTickFlush... |
OnPostTickDispatch() |
|
|
FOnTickFlush... |
OnPostTickFlush() |
|
|
FOnNetTickEv... |
OnPreTickFlush() |
|
|
FOnSelectedL... |
OnSelectedLevelsChanged() |
Returns the SelectedLevelsChangedEvent member. |
|
FOnNetTickEv... |
OnTickDispatch() |
Network Tick events |
|
FOnNetTickEv... |
OnTickFlush() |
|
|
FWorldPartit... |
OnWorldPartitionInitialized() |
|
|
FWorldPartit... |
OnWorldPartitionUninitialized() |
|
|
bool |
OverlapAnyTestByChannel ( |
Test the collision of a shape at the supplied location using a specific channel, and return if any blocking or overlapping shape is found |
|
bool |
OverlapAnyTestByObjectType ( |
Test the collision of a shape at the supplied location using object types, and return if any overlap is found |
|
bool |
OverlapAnyTestByProfile ( |
Test the collision of a shape at the supplied location using a specific profile, and return if any blocking or overlap is found |
|
bool |
OverlapBlockingTestByChannel ( |
Test the collision of a shape at the supplied location using a specific channel, and return if any blocking overlap is found |
|
bool |
OverlapBlockingTestByProfile ( |
Test the collision of a shape at the supplied location using a specific profile, and return if any blocking overlap is found |
|
bool |
OverlapMultiByChannel ( |
Test the collision of a shape at the supplied location using a specific channel, and determine the set of components that it overlaps |
|
bool |
OverlapMultiByObjectType ( |
Test the collision of a shape at the supplied location using object types, and determine the set of components that it overlaps |
|
bool |
OverlapMultiByProfile ( |
Test the collision of a shape at the supplied location using a specific profile, and determine the set of components that it overlaps |
|
void |
PopulateStreamingLevelsToConsider() |
Examine all streaming levels and determine which ones should be considered. |
|
void |
PostInitializeSubsystems() |
Finalize initialization of all world subsystems |
|
void |
PrepareMapChange |
Asynchronously loads the given levels in preparation for a streaming map transition. |
|
void |
ProcessLevelStreamingVolumes ( |
Issues level streaming load/unload requests based on whether local players are inside/outside level streaming volumes. |
|
void |
PropagateLightingScenarioChange() |
Propagates a change to the active lighting scenario. |
|
void |
PurgeScene() |
Recreate the editor world's FScene with a null scene interface to drop extra GPU memory during PIE |
|
bool |
QueryOverlapData ( |
Query function return true if already done and returning valid result - can be hit or no hit return false if either expired or not yet evaluated or invalid Use IsTraceHandleValid to find out if valid and to be evaluated |
|
bool |
QueryTraceData ( |
Query function return true if already done and returning valid result - can be hit or no hit return false if either expired or not yet evaluated or invalid Use IsTraceHandleValid to find out if valid and to be evaluated |
|
void |
RecreateScene ( |
|
|
void |
RefreshStreamingLevels() |
Called when level property has changed It refreshes any streaming stuff |
|
void |
RefreshStreamingLevels ( |
Called when a specific set of streaming levels need to be refreshed |
|
void |
RegisterAutoActivateCamera ( |
Register a CameraActor that auto-activates for a PlayerController. |
|
void |
ReleasePhysicsScene() |
Releases PhysicsScene manually |
|
bool |
RemapCompiledScriptActor ( |
Given a level script actor, modify the string such that it points to the correct instance of the object. |
|
void |
RemoveActor ( |
Removes the passed in actor from the actor lists. |
|
void |
RemoveController ( |
Removes the passed in controller from the linked list of controllers. |
|
void |
RemoveFromWorld ( |
Dissociates the passed in level from the world. The removal is blocking. |
|
bool |
RemoveLevel ( |
Remove a level from the level list. |
|
void |
RemoveMovieSceneSequenceTickHandler ( |
Removes a tick handler for sequences |
|
void |
RemoveNetworkActor ( |
Removes the passed in actor to from special network actor list |
|
void |
RemoveOnActorDestroyededHandler ( |
Remove a listener for OnActorDestroyed events |
|
void |
RemoveOnActorPreSpawnInitialization ( |
Remove a listener for OnActorPreSpawnInitialization events |
|
void |
RemoveOnActorRemovedFromWorldHandler ( |
Remove a listener for OnActorRemovedFromWorld events |
|
void |
RemoveOnActorSpawnedHandler ( |
Remove a listener for OnActorSpawned events |
|
void |
RemoveOnFeatureLevelChangedHandler ( |
Remove a listener for OnFeatureLevelChanged events |
|
void |
RemoveOnPostRegisterAllActorComponentsHandler ( |
Remove a listener for OnPostRegisterAllActorComponents events |
|
void |
RemoveOnPreUnregisterAllActorComponentsHandler ( |
Remove a listener for OnPreUnregisterAllActorComponents events |
|
void |
RemovePhysicsVolume ( |
Removes a physics volume from the list of those in the world. |
|
RemovePIEPrefix ( |
Given a string, return that string with any PIE prefix removed. |
|
|
void |
RemovePostProcessVolume ( |
Removes a post process volume from the world |
|
bool |
RemoveStreamingLevel ( |
Remove a streaming level to the list of streamed levels to consider. |
|
bool |
RemoveStreamingLevelAt ( |
Remove a streaming level to the list of streamed levels to consider. |
|
int32 |
RemoveStreamingLevels ( |
Remove multiple streaming levels to the list of streamed levels to consider. |
|
void |
RenameToPIEWorld ( |
Rename this world such that it has the prefix on names for the given PIE Instance ID |
|
void |
RequestNewWorldOrigin ( |
Request to translate world origin to specified position on next tick |
|
bool |
RequiresHitProxies() |
Accessor for bRequiresHitProxies. |
|
void |
RestoreScene() |
Restore the purged editor world FScene back to the proper GPU representation |
|
void |
RunTickGroup ( |
Run a tick group, ticking all actors and components |
|
void |
SeamlessTravel ( |
Seamlessly travels to the given URL by first loading the entry level in the background, switching to it, and then loading the specified level. |
|
void |
SelectLevel ( |
Flag a level as selected. |
|
void |
SendAllEndOfFrameUpdates() |
Send all render updates to the rendering thread. |
|
bool |
ServerTravel ( |
Jumps the server to new level. |
|
void |
SetActiveLevelCollection ( |
Sets the level collection and its context on this world. |
|
void |
SetAllowDeferredPhysicsStateCreation ( |
|
|
void |
SetAudioDevice ( |
|
|
bool |
SetCurrentLevel ( |
Set the CurrentLevel for this world. Set the CurrentLevel for this world. |
|
void |
SetDemoNetDriver ( |
Sets the demo net driver for this world. |
|
void |
SetGameInstance ( |
Sets the owning game instance for this world |
|
bool |
SetGameMode ( |
Spawns GameMode for the level. |
|
void |
SetGameState ( |
Sets the current GameState instance on this world and the game state's level collection. |
|
void |
SetMapNeedsLightingFullyRebuilt ( |
Sets NumLightingUnbuiltObjects to the specified value. |
|
void |
SetMaterialParameterCollectionInstanceNeedsUpdate() |
Used to indicate a UMaterialParameterCollectionInstance needs a deferred update |
|
void |
SetNavigationSystem ( |
Set the pointer to the Navigation System instance. |
|
void |
SetNetDriver ( |
Sets the net driver to use for this world |
|
bool |
SetNewWorldOrigin ( |
Translate world origin to specified position |
|
void |
SetPhysicsScene ( |
Set the physics scene to use by this world |
|
void |
SetPlayInEditorInitialNetMode ( |
|
|
void |
SetSeamlessTravelMidpointPause ( |
This function allows pausing the seamless travel in the middle, right before it starts loading the destination (i.e. while in the transition level) this gives the opportunity to perform any other loading tasks before the final transition this function has no effect if we have already started loading the destination (you will get a log warning if this is the case) |
|
void |
SetSelectedLevels |
Set the selected levels from the given array (Clears existing selections) |
|
void |
SetShouldForceUnloadStreamingLevels ( |
|
|
void |
SetShouldForceVisibleStreamingLevels ( |
|
|
void |
SetShouldTick ( |
Sets whether or not this world is ticked by the engine, but use it at your own risk! This could have unintended consequences if used carelessly. |
|
void |
SetStreamingLevels ( |
Replace the streaming levels array |
|
void |
SetStreamingLevels ( |
Replace the streaming levels array |
|
void |
SetupParameterCollectionInstances() |
Creates instances for each parameter collection in memory. Called when a world is created. |
|
void |
SetupPhysicsTickFunctions ( |
Set up the physics tick function if they aren't already |
|
void |
SetWorldDataLayers ( |
|
|
bool |
ShouldTick() |
Returns whether or not this world is currently ticking. See SetShouldTick. |
|
void |
ShrinkLevel() |
Shrink level elements to their minimum size. |
|
T * |
SpawnActor ( |
Templated version of SpawnActor that allows you to specify the rotation and location in addition class type via parameter while the return type is a parent class of that type |
|
AActor * |
SpawnActor ( |
Spawn Actors with given transform and SpawnParameters |
|
T * |
SpawnActor ( |
Templated version of SpawnActor that allows you to specify whole Transform class type via parameter while the return type is a parent class of that type |
|
T * |
SpawnActor ( |
Templated version of SpawnActor that allows you to specify location and rotation in addition to class type via the template type |
|
AActor * |
SpawnActor ( |
Spawn Actors with given transform and SpawnParameters |
|
T * |
SpawnActor ( |
Templated version of SpawnActor that allows you to specify the class type via parameter while the return type is a parent class of that type |
|
T * |
SpawnActor ( |
Templated version of SpawnActor that allows you to specify a class type via the template type |
|
T * |
SpawnActorAbsolute ( |
Templated version of SpawnActorAbsolute that allows you to specify whole absolute Transform class type via parameter while the return type is a parent class of that type |
|
T * |
SpawnActorAbsolute ( |
Templated version of SpawnActorAbsolute that allows you to specify absolute location and rotation in addition to class type via the template type |
|
AActor * |
SpawnActorAbsolute ( |
Spawn Actors with given absolute transform (override root component transform) and SpawnParameters |
|
T * |
SpawnActorDeferred |
Spawns given class and returns class T pointer, forcibly sets world transform (note this allows scale as well). |
|
ABrush * |
SpawnBrush() |
Spawns a Brush Actor in the World |
|
void |
StartPhysicsSim() |
Begin physics simulation |
|
StripPIEPrefixFromPackageName |
Given a PackageName and a prefix type, get back to the original package name (i.e. the saved map name) |
|
|
bool |
SupportsMakingInvisibleTransactionRequests() |
Returns whether the world supports for a client to use "making invisible" transaction requests to the server. |
|
bool |
SupportsMakingVisibleTransactionRequests() |
Returns whether the world supports for a client to use "making visible" transaction requests to the server. |
|
bool |
SweepMultiByChannel ( |
Sweep a shape against the world and return all initial overlaps using a specific channel (including blocking) if requested, then overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that |
|
bool |
SweepMultiByObjectType ( |
Sweep a shape against the world and return all initial overlaps using object types (including blocking) if requested, then overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that |
|
bool |
SweepMultiByProfile ( |
Sweep a shape against the world and return all initial overlaps using a specific profile, then overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that |
|
bool |
SweepSingleByChannel ( |
Sweep a shape against the world and return the first blocking hit using a specific channel |
|
bool |
SweepSingleByObjectType ( |
Sweep a shape against the world and return the first blocking hit using object types |
|
bool |
SweepSingleByProfile ( |
Sweep a shape against the world and return the first blocking hit using a specific profile |
|
bool |
SweepTestByChannel ( |
Sweep a shape against the world using a specific channel and return if a blocking hit is found. |
|
bool |
SweepTestByObjectType ( |
Sweep a shape against the world using object types and return if a blocking hit is found. |
|
bool |
SweepTestByProfile ( |
Sweep a shape against the world using a specific profile and return if a blocking hit is found. |
|
void |
Tick ( |
Update the level after a variable amount of time, DeltaSeconds, has passed. |
|
void |
TickNetClient ( |
Do per frame tick behaviors related to the network driver |
|
double |
TimeSince ( |
Helper for getting the time since a certain time. |
|
void |
TransferBlueprintDebugReferences ( |
Transfers the set of Kismet / Blueprint objects being debugged to the new world that are not already present, and updates blueprints accordingly |
|
void |
TriggerStreamingDataRebuild() |
Triggers a call to ULevel::BuildStreamingData(this,NULL,NULL) within a few seconds. |
|
void |
UpdateActorComponentEndOfFrameUpdateState ( |
Updates an ActorComponent's cached state of whether it has been marked for end of frame update based on the current state of the World's NeedsEndOfFrameUpdate arrays |
|
void |
UpdateAllSkyCaptures() |
Purges all sky capture cached derived data and forces a re-render of captured scene data. |
|
void |
UpdateConstraintActors() |
Updates all physics constraint actor joint locations. |
|
bool |
UpdateCullDistanceVolumes ( |
Updates cull distance volumes for a specified component or a specified actor or all actors |
|
void |
UpdateLevelStreaming() |
Updates sub-levels (load/unload/show/hide) using streaming levels current state |
|
void |
UpdateParameterCollectionInstances ( |
Updates this world's scene with the list of instances, and optionally updates each instance's uniform buffer. |
|
void |
UpdateStreamingLevelPriority ( |
Inform the world that the streaming level has had its priority change and may need to be resorted if under consideration. |
|
void |
UpdateStreamingLevelShouldBeConsidered ( |
Inform the world that a streaming level has had a potentially state changing modification made to it so that it needs to be in the StreamingLevelsToConsider list. |
|
void |
UpdateWorldComponents ( |
Updates world components like e.g. line batcher and all level components. |
|
bool |
UsesGameHiddenFlags() |
Returns true if this world should look at game hidden flags instead of editor hidden flags for the purposes of rendering |
|
void |
WelcomePlayer ( |
Welcome a new player joining this server. |
Name | Description | ||
---|---|---|---|
|
void |
BeginDestroy() |
Called before destroying the object. |
|
void |
FinishDestroy() |
Called to finish destroying the object. |
|
void |
GetAssetRegistryTags ( |
Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects |
|
FPrimaryAsse... |
GetPrimaryAssetId() |
Returns an Type:Name pair representing the PrimaryAssetId for this object. |
|
bool |
IsNameStableForNetworking() |
IsNameStableForNetworking means an object can be referred to its path name (relative to outer) over the network |
|
bool |
IsReadyForFinishDestroy() |
Called to check if the object is ready for FinishDestroy. |
|
void |
PostDuplicate ( |
Called after duplication & serialization and before PostLoad. |
|
void |
PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
|
void |
PostLoadAssetRegistryTags ( |
Performs fixup on loaded asset registry data. |
|
void |
PostSaveRoot ( |
Called from within SavePackage on the passed in base/root object. |
|
void |
PreDuplicate ( |
Called before duplication. |
|
void |
PreSaveRoot ( |
Called from within SavePackage on the passed in base/root object. |
|
bool |
Rename ( |
Rename this object to a unique name, or change its outer. |
|
bool |
ResolveSubobject ( |
Called to defer loading a subobject to its top-level container object. |
|
void |
Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name | Description | ||
---|---|---|---|
|
void |
NotifyAcceptedConnection ( |
Notification that a new connection has been created/established as a result of a remote request, previously approved by NotifyAcceptingConnection |
|
bool |
NotifyAcceptingChannel ( |
Notification that a new channel is being created/opened as a result of a remote request (Actor creation, etc) |
|
EAcceptConne... |
NotifyAcceptingConnection() |
Notification that an incoming connection is pending, giving the interface a chance to reject the request |
|
void |
NotifyControlMessage ( |
Handler for messages sent through a remote connection's control channel not required to handle the message, but if it reads any data from Bunch, it MUST read the ENTIRE data stream for that message (i.e. use FNetControlMessage |
Name |
Description |
|
---|---|---|
|
FOnBeginPostProcessSettings |
Called when the world computes how post process volumes contribute to the scene. |
|
FOnGameStateSetEvent |
Name |
Description |
---|---|
FActorsInitializedParams |
For backwards compatibility |
FBlueprintToDebuggedObjectMap |
Map of blueprints that are being debugged and the object instance they are debugging. |
FOnMatchStarting |
|
FOnWorldBeginPlay |
|
FOnWorldInitializedActors |
|
InitializationValues |
Legacy for backwards compatibility. |
Name |
Description |
---|---|
CleanupWorldGlobalTag |
|
KeepInitializedDuringLoadTag |
InitWorld usually has to be balanced with CleanupWorld. |
WorldTypePreLoadMap |
A static map that is populated before loading a world from a package. |
Name | Description | ||
---|---|---|---|
|
void |
AddPawn ( |
There is no longer a reason to AddPawn to UWorld |
|
int32 |
GetNumPawns() |
GetNumPawns is no longer a supported function on UWorld. The version that remains for backwards compatibility is significantly more expensive to call. |
|
FConstPawnIt... |
GetPawnIterator() |
The PawnIterator is an inefficient mechanism for iterating pawns. Please use TActorIterator |
|
bool |
HasEverBeenInitialized_DONOTUSE() |
Not for public use. This function is a workaround for UE-170919 and will be removed in 5.3 |
|
bool |
IsClient() |
Use GetNetMode or IsNetMode instead for more accurate results. |
|
bool |
IsInitializedAndNeedsCleanup() |
Call IsInitialized instead. |
|
bool |
IsServer() |
Use GetNetMode or IsNetMode instead for more accurate results |
|
FOnBeginTear... |
OnBeginTearingDown() |
OnBeginTearingDown has been replaced by FWorldDelegates::OnWorldBeginTearDown |
|
void |
PostSaveRoot ( |
Use version that takes FObjectPostSaveRootContext instead. |
|
PRAGMA_DISAB... |
PreSaveRoot ( |
Use version that takes FObjectPreSaveRootContext instead. |
|
void |
RemovePawn ( |
RemovePawn has been deprecated and should no longer need to be called as PawnList is no longer maintained and Unpossess should be handled by EndPlay. |
|
void |
SeamlessTravel |
UPackage::Guid has not been used by the engine for a long time. Please use SeamlessTravel without a NextMapGuid. |
|
APlayerContr... |
SpawnPlayActor |
Use SpawnPlayActor with FUniqueNetIdRepl |
|
APlayerContr... |
SpawnPlayActor ( |
Use SpawnPlayActor with FUniqueNetIdRepl |