UWorld

Inheritance Hierarchy

Syntax

class UWorld :
    public UObject ,
    public FNetworkNotify

Remarks

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.

Variables

Name Description

Public variable

TArray < AActor ...

 

ActiveGroupActors

Group actors currently "active".

Public variable

TArray < TShared ...

 

AsyncPreRegisterDDCRequests

List of DDC async requests we need to wait on before we register components. Game thread only.

Public variable

uint32

 

AudioDeviceHandle

Handle to the active audio device for this world.

Public variable

float

 

AudioTimeSeconds

Time in seconds since level began play, but IS paused when the game is paused, and IS NOT dilated/clamped.

Public variable

TArray < class A ...

 

AudioVolumes

Set of AudioVolumes sorted by

Public variable

uint8 : 1

 

bActorsInitialized

Whether actors have been initialized for play

Public variable

uint8 : 1

 

bAggressiveLOD

Frame rate is well below DesiredFrameRate, so make LOD more aggressive

Public variable

uint8 : 1

 

bAllowAudioPlayback

Indicates this scene always allows audio playback.

Public variable

uint8 : 1

 

bAreConstraintsDirty

Keeps track whether actors moved via PostEditMove and therefore constraint syncup should be performed.

Public variable

uint8 : 1

 

bBegunPlay

Whether BeginPlay has been called on actors

Public variable

uint8 : 1

 

bCreateRenderStateForHiddenComponents

If TRUE, 'hidden' components will still create render proxy, so can draw info (see USceneComponent::ShouldRender )

Public variable

bool

 

bDebugDrawAllTraceTags

When set to true, all scene queries will be drawn

Public variable

uint8 : 1

 

bDebugFrameStepExecution

When set, will tell us to pause simulation after one tick.

Public variable

uint8 : 1

 

bDebugPauseExecution

Kismet debugging flags - they can be only editor only, but they're uint32, so it doens't make much difference.

Public variable

uint8 : 1

 

bDoDelayedUpdateCullDistanceVolumes

True we want to execute a call to UpdateCulledTriggerVolumes during Tick

Public variable

uint8 : 1

 

bDropDetail

Frame rate is below DesiredFrameRate, so drop high detail actors

Public variable

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

Public variable

uint8 : 1

 

bInTick

Whether we are in the middle of ticking actors/components or not

Public variable

uint8 : 1

 

bIsBuilt

Whether we have already built the collision tree or not

Public variable

uint8 : 1

 

bIsCameraMoveableWhenPaused

When set, camera is potentially moveable even when paused

Public variable

uint8 : 1

 

bIsDefaultLevel

That map is default map or not

Public variable

uint8 : 1

 

bIsLevelStreamingFrozen

Is level streaming currently frozen?

Public variable

uint8 : 1

 

bIsRunningConstructionScript

If true this world is in the process of running the construction script for an actor

Public variable

uint8 : 1

 

bIsTearingDown

Is the world being torn down

Public variable

uint8 : 1

 

bIsWorldInitialized

Whether world object has been initialized via Init()

Public variable

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.

Public variable

uint8 : 1

 

bMatchStarted

Whether the match has been started

Public variable

uint8 : 1

 

bPlayersOnly

When ticking the world, only update players.

Public variable

uint8 : 1

 

bPlayersOnlyPending

Indicates that at the end the frame bPlayersOnly will be set to true.

Public variable

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.

Public variable

uint8 : 1

 

bRequestedBlockOnAsyncLoading

Whether it was requested that the engine bring up a loading screen and block on async loading.

Public variable

uint8 : 1

 

bShouldSimulatePhysics

If true this world will tick physics to simulate.

Public variable

uint8 : 1

 

bStartup

Is the world in its actor initialization phase.

Public variable

uint8 : 1

 

bTickNewlySpawned

We are in the middle of actor ticking, so add tasks for newly spawned actors

Public variable

uint8 : 1

 

bTriggerPostLoadMap

Triggers a call to PostLoadMap() the next Tick, turns off loading movie if LoadMap() has been called.

Public variable

uint8 : 1

 

bWorldWasLoadedThisTick

Set for one tick after completely loading and initializing a new world (regardless of whether it's LoadMap() or seamless travel)

Public variable

FName

 

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)

Public variable

FName

 

DebugDrawTraceTag

When non-'None', all line traces where the TraceTag match this will be drawn

Public variable

float

 

DeltaTimeSeconds

Frame delta time in seconds adjusted by e.g. time dilation.

Public variable

UDemoNetDriver ...

 

DemoNetDriver

Fake NetDriver for capturing network traffic to record demos

Public variable

TArray < FLevelV ...

 

EditorViews

Saved editor viewport states - one for each view type.

Public variable

FEndPhysicsTick ...

 

EndPhysicsTickFunction

Tick function for ending physics

Public variable

TArray < UObject ...

 

ExtraReferencedObjects

Array of any additional objects that need to be referenced by this world, to make sure they aren't GC'd

Public variable

TEnumAsByte < ER ...

 

FeatureLevel

The current renderer feature level of this world

Public variable

EFlushLevelStre ...

 

FlushLevelStreamingType

Whether we flushing level streaming state

Public variable

ULineBatchCompo ...

 

ForegroundLineBatcher

Foreground Line Batchers. This can't be Persistent.

Public variable

FFXSystemInterf ...

 

FXSystem

Interface to the FX system managing particles and related effects for this world.

Public variable

FOnGameStateSet ...

 

GameStateSetEvent

Called whenever the gamestate is set on the world.

Public variable

FHierarchicalLO ...

 

HierarchicalLODBuilder

Hierarchical LOD System. Used when WorldSetting.bEnableHierarchicalLODSystem is true

Public variable

double

 

LastTimeUnbuiltLightingWasEncountered

Time in FPlatformTime::Seconds unbuilt time was last encountered.

Public variable

TArray < class U ...

 

Layers

List of all the layers referenced by the world's actors

Public variable

ULineBatchCompo ...

 

LineBatcher

Line Batchers. All lines to be drawn in the world.

Public variable

AParticleEventM ...

 

MyParticleEventManager

Particle event manager

Public variable

UNetDriver *...

 

NetDriver

The NAME_GameNetDriver game connection(s) for client/server communication

Public variable

AGameNetworkMan ...

 

NetworkManager

Instance of this world's game-specific networking management

Public variable

float

 

NextSwitchCountdown

Amount of time to wait before traveling to next map, gives clients time to receive final RPCs

Public variable

TEnumAsByte < ET ...

 

NextTravelType

The type of travel to perform next when doing a server travel

Public variable

FString

 

NextURL

The URL to be used for the upcoming server travel

Public variable

uint32

 

NumLightingUnbuiltObjects

This is a int on the level which is set when a light that needs to have lighting rebuilt is moved.

Public variable

int32

 

NumTextureStreamingDirtyResources

Num of resources that have changed since the last texture streaming build. Updated in map check.

Public variable

int32

 

NumTextureStreamingUnbuiltComponents

Num of components missing valid texture streaming data. Updated in map check.

Public variable

uint32

 

NumUnbuiltReflectionCaptures

Public variable

FOnWorldInitial ...

 

OnActorsInitialized

Public variable

FIntVector

 

OriginLocation

Current location of this world origin

Public variable

FVector

 

OriginOffsetThisFrame

World origin offset value. Non-zero only for a single frame when origin is rebased

Public variable

float

 

PauseDelay

Time at which to start pause

Public variable

FWorldInGamePer ...

 

PerfTrackers

Experimental: In game performance tracking.

Public variable

TArray < UObject ...

 

PerModuleDataObjects

External modules can have additional data associated with this UWorld .

Public variable

ULevel *

 

PersistentLevel

Persistent level containing the world info, default brush and actors spawned during gameplay among other things

Public variable

ULineBatchCompo ...

 

PersistentLineBatcher

Persistent Line Batchers. They don't get flushed every frame.

Public variable

UPhysicsCollisi ...

 

PhysicsCollisionHandler

Instance of this world's game-specific physics collision handler

Public variable

int32

 

PlayerNum

Counter for allocating game- unique controller player numbers

Public variable

TArray < IInterf ...

 

PostProcessVolumes

An array of post processing volumes, sorted in ascending order of priority.

Public variable

TArray < FName >

 

PreparingLevelNames

Array of levels that were loaded into this map via PrepareMapChange() / CommitMapChange() (to inform newly joining clients)

Public variable

float

 

RealTimeSeconds

Time in seconds since level began play, but IS NOT paused when the game is paused, and IS NOT dilated/clamped.

Public variable

FIntVector

 

RequestedOriginLocation

Requested new world origin location

Public variable

FSceneInterface ...

 

Scene

The interface to the scene manager for this world.

Public variable

FStartPhysicsTi ...

 

StartPhysicsTickFunction

Tick function for starting physics

Public variable

FString

 

StreamingLevelsPrefix

Prefix we used to rename streaming levels, non empty in PIE and standalone preview

Public variable

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)

Public variable

UThumbnailInfo ...

 

ThumbnailInfo

Information for thumbnail rendering

Public variable

TEnumAsByte < ET ...

 

TickGroup

The current ticking group

Public variable

FTickTaskLevel ...

 

TickTaskLevel

Data structures for holding the tick functions that are associated with the world (line batcher, etc)

Public variable

float

 

TimeSeconds

Time in seconds since level began play, but IS paused when the game is paused, and IS dilated/clamped.

Public variable

float

 

UnpausedTimeSeconds

Time in seconds since level began play, but IS NOT paused when the game is paused, and IS dilated/clamped.

Public variable

FURL

 

URL

The URL that was used when loading this World.

Public variable

TArray < FVector ...

 

ViewLocationsRenderedLastFrame

View locations rendered in the previous frame, if any.

Public variable

UWorldCompositi ...

 

WorldComposition

All levels information from which our world is composed

Public variable

TEnumAsByte < EW ...

 

WorldType

The type of world this is.

Constructors

Name Description

Public function

UWorld

(
    const FObjectInitializer & ObjectIn...
)

UWorld default constructor

Destructors

Name Description

Public function

~UWorld()

Functions

Name Description

Public function

void

 

AddController

(
    AController * Controller
)

Inserts the passed in controller at the front of the linked list of controllers.

Public function

bool

 

AddLevel

(
    ULevel * InLevel
)

Add a level to the level list.

Public function

void

 

AddNetworkActor

(
    AActor * Actor
)

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

Public function

FDelegateHan ...

 

AddOnActorSpawnedHandler

(
    const FOnActorSpawned::FDelegate& ...
)

Add a listener for OnActorSpawned events

Public function

FDelegateHan ...

 

AddOnFeatureLevelChangedHandler

(
    const FOnFeatureLevelChanged::FDele...
)

Add a listener for OnFeatureLevelChanged events

Public function

void

 

AddParameterCollectionInstance

(
    UMaterialParameterCollection * ...,
    bool bUpdateScene
)

Adds a new instance of the given collection, or overwrites an existing instance if there is one.

Public function

void

 

AddPawn

(
    APawn * Pawn
)

Inserts the passed in pawn at the front of the linked list of pawns.

Public function

void

 

AddPhysicsVolume

(
    APhysicsVolume * Volume
)

Add a physics volume to the list of those in the world.

Public function Static

void

 

AddReferencedObjects

(
    UObject * InThis,
    FReferenceCollector & Collector
)

Public function

void

 

AddStreamingLevel

(
    ULevelStreaming * StreamingLeve...
)

Add a streaming level to the list of streamed levels to consider.

Public function

void

 

AddStreamingLevels

(
    TArrayView < ULevelStreaming *co...
)

Add multiple streaming levels to the list of streamed levels to consider.

Public function

void

 

AddToWorld

(
    ULevel * Level,
    const FTransform & LevelTransform,
    bool bConsiderTimeLimit
)

Associates the passed in level with the world.

Public function

void

 

AddUniqueStreamingLevel

(
    ULevelStreaming * StreamingLeve...
)

Add a streaming level to the list of streamed levels to consider.

Public function

void

 

AddUniqueStreamingLevels

(
    TArrayView < ULevelStreaming *co...
)

Add multiple streaming levels to the list of streamed levels to consider.

Public function Virtual

bool

 

AllowAudioPlayback()

Returns whether audio playback is allowed for this scene.

Public function

bool

 

AllowLevelLoadRequests()

Returns whether the level streaming code is allowed to issue load requests.

Public function Const

bool

 

AreActorsInitialized()

Returns true if the actors have been initialized and are ready to start play

Public function Const

bool

 

AreAlwaysLoadedLevelsLoaded()

Returns whether all the 'always loaded' levels are loaded.

Public function

FTraceHandle

 

AsyncLineTraceByChannel

(
    EAsyncTraceType InTraceType,
    const FVector & Start,
    const FVector & End,
    ECollisionChannel TraceChannel,
    const FCollisionQueryParams & Param...,
    const FCollisionResponseParams & Re...,
    FTraceDelegate * InDelegate,
    uint32 UserData
)

Interface for Async.

Public function

FTraceHandle

 

AsyncLineTraceByObjectType

(
    EAsyncTraceType InTraceType,
    const FVector & Start,
    const FVector & End,
    const FCollisionObjectQueryParams &...,
    const FCollisionQueryParams & Param...,
    FTraceDelegate * InDelegate,
    uint32 UserData
)

Interface for Async.

Public function

void

 

AsyncLoadAlwaysLoadedLevelsForSeamlessTravel()

Requests async loading of any 'always loaded' level.

Public function

FTraceHandle

 

AsyncOverlapByChannel

(
    const FVector & Pos,
    const FQuat & Rot,
    ECollisionChannel TraceChannel,
    const FCollisionShape & CollisionSh...,
    const FCollisionQueryParams & Param...,
    const FCollisionResponseParams & Re...,
    FOverlapDelegate * InDelegate,
    uint32 UserData
)

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)

Public function

FTraceHandle

 

AsyncOverlapByObjectType

(
    const FVector & Pos,
    const FQuat & Rot,
    const FCollisionObjectQueryParams &...,
    const FCollisionShape & CollisionSh...,
    const FCollisionQueryParams & Param...,
    FOverlapDelegate * InDelegate,
    uint32 UserData
)

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)

Public function

FTraceHandle

 

AsyncSweepByChannel

(
    EAsyncTraceType InTraceType,
    const FVector & Start,
    const FVector & End,
    ECollisionChannel TraceChannel,
    const FCollisionShape & CollisionSh...,
    const FCollisionQueryParams & Param...,
    const FCollisionResponseParams & Re...,
    FTraceDelegate * InDelegate,
    uint32 UserData
)

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)

Public function

FTraceHandle

 

AsyncSweepByObjectType

(
    EAsyncTraceType InTraceType,
    const FVector & Start,
    const FVector & End,
    const FCollisionObjectQueryParams &...,
    const FCollisionShape & CollisionSh...,
    const FCollisionQueryParams & Param...,
    FTraceDelegate * InDelegate,
    uint32 UserData
)

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)

Public function

void

 

BeginPlay()

Start gameplay.

Public function

void

 

BroadcastLevelsChanged()

Broadcasts that the number of levels has changed.

Public function Static

FString

 

BuildPIEPackagePrefix

(
    int32 PIEInstanceID
)

Return the prefix for PIE packages given a PIE Instance ID

Public function

void

 

CancelPendingMapChange()

Cancels pending map change (

: we can't cancel pending async loads, so this won't immediately free the memory)

Public function

void

 

ChangeFeatureLevel

(
    ERHIFeatureLevel::Type InFeatureLev...,
    bool bShowSlowProgressDialog
)

Change the feature level that this world is current rendering with

Public function

void

 

CleanupActors()

Remove NULL entries from actor list.

Public function

void

 

CleanupWorld

(
    bool bSessionEnded,
    bool bCleanupResources,
    UWorld * NewWorld
)

Cleans up components, streaming data and assorted other intermediate data.

Public function

void

 

ClearActorComponentEndOfFrameUpdate

(
    UActorComponent * Component
)

Clears the need for a component to have a end of frame update

Public function

void

 

ClearStreamingLevels()

Reset the streaming levels array

Public function

void

 

ClearWorldComponents()

Clears all level components and world components like e.g. line batcher.

Public function

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

Public function

void

 

CommitModelSurfaces()

Commits changes made to the surfaces of the UModels of all levels.

Public function Const

bool

 

ComponentOverlapMulti

(
    TArray < struct FOverlapResult >& O...,
    const UPrimitiveComponent * Pri...,
    const FVector & Pos,
    const FRotator & Rot,
    const FComponentQueryParams & Param...,
    const FCollisionObjectQueryParams &...
)

Test the collision of the supplied component at the supplied location/rotation using object types, and determine the set of components that it overlaps

Public function Const

bool

 

ComponentOverlapMulti

(
    TArray < struct FOverlapResult >& O...,
    const UPrimitiveComponent * Pri...,
    const FVector & Pos,
    const FQuat & Rot,
    const FComponentQueryParams & Param...,
    const FCollisionObjectQueryParams &...
)

Test the collision of the supplied component at the supplied location/rotation using object types, and determine the set of components that it overlaps

Public function Const

bool

 

ComponentOverlapMultiByChannel

(
    TArray < struct FOverlapResult >& O...,
    const UPrimitiveComponent * Pri...,
    const FVector & Pos,
    const FRotator & Rot,
    ECollisionChannel TraceChannel,
    const FComponentQueryParams & Param...,
    const FCollisionObjectQueryParams &...
)

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

Public function Const

bool

 

ComponentOverlapMultiByChannel

(
    TArray < struct FOverlapResult >& O...,
    const UPrimitiveComponent * Pri...,
    const FVector & Pos,
    const FQuat & Rot,
    ECollisionChannel TraceChannel,
    const FComponentQueryParams & Param...,
    const FCollisionObjectQueryParams &...
)

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

Public function Const

bool

 

ComponentSweepMulti

(
    TArray < struct FHitResult >& OutHi...,
    UPrimitiveComponent * PrimComp,
    const FVector & Start,
    const FVector & End,
    const FRotator & Rot,
    const FComponentQueryParams & Param...
)

Sweep the geometry of the supplied component, and determine the set of components that it hits.

Public function Const

bool

 

ComponentSweepMulti

(
    TArray < struct FHitResult >& OutHi...,
    UPrimitiveComponent * PrimComp,
    const FVector & Start,
    const FVector & End,
    const FQuat & Rot,
    const FComponentQueryParams & Param...
)

Sweep the geometry of the supplied component, and determine the set of components that it hits.

Public function

void

 

ConditionallyBuildStreamingData()

Calls ULevel::BuildStreamingData(this,NULL,NULL) if it has been triggered within the last few seconds.

Public function

bool

 

ContainsActor

(
    AActor * Actor
)

Returns whether the passed in actor is part of any of the loaded levels actors array.

Public function Const

bool

 

ContainsLevel

(
    ULevel * InLevel
)

Does the level list contain the given level.

Public function Static

FString

 

ConvertToPIEPackageName

(
    const FString & PackageName,
    int32 PIEInstanceID
)

Given a PackageName and a PIE Instance ID return the name of that Package when being run as a PIE world

Public function

void

 

CopyGameState

(
    AGameModeBase * FromGameMode,
    AGameStateBase * FromGameState
)

Copies GameState properties from the GameMode.

Public function

UAISystemBas ...

 

CreateAISystem()

AISystem getter.

Public function

void

 

CreateFXSystem()

Creates a new FX system for this world

Public function

void

 

CreatePhysicsScene

(
    const AWorldSettings * Settings
)

Creates a new physics scene for this world.

Public function Static

UWorld *

 

CreateWorld

(
    const EWorldType::Type InWorldType,
    bool bInformEngineOfWorld,
    FName WorldName,
    UPackage * InWorldPackage,
    bool bAddToRoot,
    ERHIFeatureLevel::Type InFeatureLev...
)

Static function that creates a new UWorld and returns a pointer to it

Public function Const

bool

 

DebugDrawSceneQueries

(
    const FName & UsedTraceTag
)

Public function

void

 

DelayStreamingVolumeUpdates

(
    int32 InFrameDelay
)

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

Public function

void

 

DeSelectLevel

(
    ULevel * InLevel
)

Flag a level as not selected.

Public function

bool

 

DestroyActor

(
    AActor * Actor,
    bool bNetForce,
    bool bShouldModifyLevel
)

Removes the actor from its level's actor list and generally cleans up the engine's internal state.

Public function

void

 

DestroyDemoNetDriver()

Destroys the current demo net driver.

Public function

bool

 

DestroySwappedPC

(
    UNetConnection * Connection
)

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)

Public function

void

 

DestroyWorld

(
    bool bInformEngineOfWorld,
    UWorld * NewWorld
)

Destroy this World instance.

Public function

void

 

DuplicateRequestedLevels

(
    const FName MapName
)

Creates a new level collection of type DynamicDuplicatedLevels by duplicating the levels in DynamicSourceLevels.

Public function Static

UWorld *

 

DuplicateWorldForPIE

(
    const FString & PackageName,
    UWorld * OwningWorld
)

Given a loaded editor UWorld , duplicate it for play in editor purposes with OwningWorld as the world with the persistent level.

Public function

bool

 

EditorDestroyActor

(
    AActor * Actor,
    bool bShouldModifyLevel
)

Wrapper for DestroyActor() that should be called in the editor.

Public function

bool

 

EncroachingBlockingGeometry

(
    const AActor * TestActor,
    FVector TestLocation,
    FRotator TestRotation,
    FVector * ProposedAdjustment
)

True if Actor would encroach at TestLocation on something that blocks it.

Public function

void

 

EnsureCollisionTreeIsBuilt()

Ensures that the collision detection tree is fully built.

Public function

bool

 

Exec

(
    UWorld * InWorld,
    const TCHAR * Cmd,
    FOutputDevice & Ar
)

Handle Exec/Console Commands related to the World

Public function

UWorld

 

final

(
    const FObjectInitializer & ObjectIn...
)

Public function Const

const FLevel ...

 

FindCollectionByType

(
    const ELevelCollectionType InType
)

Returns the FLevelCollection for the given InType, or null if a collection of that type hasn't been created yet.

Public function

FLevelCollec ...

 

FindCollectionByType

(
    const ELevelCollectionType InType
)

Returns the FLevelCollection for the given InType, or null if a collection of that type hasn't been created yet.

Public function Const

int32

 

FindCollectionIndexByType

(
    const ELevelCollectionType InType
)

Returns the index of the FLevelCollection with the given InType, or INDEX_NONE if a collection of that type hasn't been created yet.

Public function

FLevelCollec ...

 

FindOrAddCollectionByType

(
    const ELevelCollectionType InType
)

Returns the FLevelCollection for the given InType.

Public function

int32

 

FindOrAddCollectionByType_Index

(
    const ELevelCollectionType InType
)

Returns the index of the first FLevelCollection of the given InType.

Public function

bool

 

FindTeleportSpot

(
    const AActor * TestActor,
    FVector & PlaceLocation,
    FRotator PlaceRotation
)

Try to find an acceptable non-colliding location to place TestActor as close to possible to PlaceLocation.

Public function Static

UWorld *

 

FindWorldInPackage

(
    UPackage * Package
)

Given a package, locate the UWorld contained within if one exists

Public function

void

 

FinishPhysicsSim()

Waits for the physics scene to be done processing

Public function

void

 

FlushLevelStreaming

(
    EFlushLevelStreamingType FlushType
)

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.

Public function Static

UWorld *

 

FollowWorldRedirectorInPackage

(
    UPackage * Package,
    UObjectRedirector ** Option...
)

If the specified package contains a redirector to a UWorld , that UWorld is returned.

Public function Const

const FLevel ...

 

GetActiveLevelCollection()

Returns the level collection which currently has its context set on this world.

Public function Const

int32

 

GetActiveLevelCollectionIndex()

Returns the index of the level collection which currently has its context set on this world.

Public function Const

ULevel *

 

GetActiveLightingScenario()

Returns the active lighting scenario for this world or NULL if none.

Public function

int32

 

GetActorCount()

Returns the actor count.

Public function Virtual Const

FString

 

GetAddressURL()

Return the URL of this level, which may possibly exist on a remote machine.

Public function Const

const UAISys ...

 

GetAISystem()

AISystem const getter

Public function

UAISystemBas ...

 

GetAISystem()

AISystem getter

Public function

FAudioDevice ...

 

GetAudioDevice()

Returns the audio device associated with this world, or returns the main audio device if there is none.

Public function Const

uint32

 

GetAudioDeviceHandle()

Returns the audio device handle for this world.

Public function

AAudioVolume ...

 

GetAudioSettings

(
    const FVector & ViewLocation,
    FReverbSettings * OutReverbSett...,
    FInteriorSettings * OutInterior...
)

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.

Public function Const

float

 

GetAudioTimeSeconds()

Returns time in seconds since world was brought up for play, IS stopped when game pauses, NOT dilated/clamped

Public function Const

AGameModeBas ...

 

GetAuthGameMode()

Returns the current Game Mode instance, which is always valid during gameplay on the server.

Public function Const

T *

 

GetAuthGameMode()

Returns the current Game Mode instance cast to the template type.

Public function Const

FConstCamera ...

 

GetAutoActivateCameraIterator()

Get an iterator for the list of CameraActors that auto-activate for PlayerControllers.

Public function

UAvoidanceMa ...

 

GetAvoidanceManager()

Avoidance manager getter

Public function Const

const UAvoid ...

 

GetAvoidanceManager()

Avoidance manager getter

Public function Const

const FBluep ...

 

GetBlueprintObjectsBeingDebugged()

Return the array of objects currently bieng debugged.

Public function

UCanvas *...

 

GetCanvasForDrawMaterialToRenderTarget()

Public function

UCanvas *...

 

GetCanvasForRenderingToTarget()

Gets the canvas object for rendering to a render target. Will allocate one if needed.

Public function Const

FConstContro ...

 

GetControllerIterator()

Returns an iterator for the controller list.

Public function Const

ULevel *

 

GetCurrentLevel()

Get the CurrentLevel for this world.

Public function Const

ULevel *

 

GetCurrentLevelPendingInvisibility()

Returns the level, if any, in the process of being made invisible

Public function Const

ULevel *

 

GetCurrentLevelPendingVisibility()

Returns the level, if any, in the process of being made visible

Public function Const

ABrush *

 

GetDefaultBrush()

Returns the default brush for the persistent level.

Public function Const

float

 

GetDefaultGravityZ()

Returns the Z component of the default world gravity.

Public function Const

APhysicsVolu ...

 

GetDefaultPhysicsVolume()

Returns the default physics volume and creates it if necessary.

Public function Const

float

 

GetDeltaSeconds()

Returns the frame delta time in seconds adjusted by e.g. time dilation.

Public function

int32

 

GetDetailMode()

Public function Const

ULocalPlayer ...

 

GetFirstLocalPlayerFromController()

Get the first valid local player via the first player controller.

Public function Const

T *

 

GetFirstLocalPlayerFromController()

Get the first valid local player via the first player controller.

Public function Const

APlayerContr ...

 

GetFirstPlayerController()

Public function Const

T *

 

GetFirstPlayerController()

May return NULL if the cast fails.

Public function Const

T *

 

GetGameInstance()

Returns the OwningGameInstance cast to the template type.

Public function Const

UGameInstanc ...

 

GetGameInstance()

Returns the owning game instance for this world

Public function Const

T *

 

GetGameInstanceChecked()

Returns the OwningGameInstance cast to the template type, asserting that it is of the correct type.

Public function Const

AGameStateBa ...

 

GetGameState()

Returns the current GameState instance.

Public function Const

T *

 

GetGameState()

Returns the current GameState instance cast to the template type.

Public function Const

UGameViewpor ...

 

GetGameViewport()

Returns a reference to the game viewport displaying this world if one exists.

Public function Const

float

 

GetGravityZ()

Returns the Z component of the current world gravity.

Public function

FLatentActio ...

 

GetLatentActionManager()

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

Public function Const

ULevel *

 

GetLevel

(
    int32 InLevelIndex
)

Return the level with the given index.

Public function Const

const TArray ...

 

GetLevelCollections()

Returns a read-only reference to the list of level collections in this world.

Public function Const

FConstLevelI ...

 

GetLevelIterator()

Returns an iterator for the level list.

Public function Const

const TArray ...

 

GetLevels()

Return the list of levels in this world.

Public function Const

ALevelScript ...

 

GetLevelScriptActor

(
    ULevel * OwnerLevel
)

Returns the current (or specified) level's level scripting actor

Public function

ULevelStream ...

 

GetLevelStreamingForPackageName

(
    FName PackageName
)

Utility for returning the ULevelStreaming object for a particular sub-level, specified by package name

Public function

void

 

GetLightMapsAndShadowMaps

(
    ULevel * Level,
    TArray < UTexture2D * >& OutLig...
)

Gets all LightMaps and ShadowMaps associated with this world.

Public function Virtual Const

FString

 

GetLocalURL()

Return the URL of this level on the local machine.

Public function Const

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.

Public function

void

 

GetMatineeActors

(
    TArray < AMatineeActor * >& Out...
)

Gets all matinee actors for the current level

Public function Const

UModel *

 

GetModel()

Returns the current levels BSP model.

Public function

UNavigationS ...

 

GetNavigationSystem()

NavigationSystem getter

Public function Const

const UNavig ...

 

GetNavigationSystem()

NavigationSystem const getter

Public function Const

UNetDriver &...

 

GetNetDriver()

Used to get a net driver object.

Public function Const

ENetMode

 

GetNetMode()

Returns the net mode this world is running under.

Public function Const

int32

 

GetNonDefaultPhysicsVolumeCount()

Get the count of all PhysicsVolumes in the world that are not a DefaultPhysicsVolume.

Public function Const

FConstPhysic ...

 

GetNonDefaultPhysicsVolumeIterator()

Get an iterator for all PhysicsVolumes in the world that are not a DefaultPhysicsVolume.

Public function Const

int32

 

GetNumLevels()

Return the number of levels in this world.

Public function Const

int32

 

GetNumPawns()

Public function Const

int32

 

GetNumPlayerControllers()

Public function Const

int32

 

GetNumSelectedLevels()

Return the number of levels in this world.

Public function

UMaterialPar ...

 

GetParameterCollectionInstance

(
    const UMaterialParameterCollection ...
)

Gets this world's instance for a given collection.

Public function Const

FConstPawnIt ...

 

GetPawnIterator()

Public function Const

FPhysScene &...

 

GetPhysicsScene()

Returns a pointer to the physics scene for this world.

Public function Const

FConstPlayer ...

 

GetPlayerControllerIterator()

Public function

int32

 

GetProgressDenominator()

Returns the actor count.

Public function

FWorldPSCPoo ...

 

GetPSCPool()

Public function Const

float

 

GetRealTimeSeconds()

Returns time in seconds since world was brought up for play, does NOT stop when game pauses, NOT dilated/clamped

Public function Const

ULevel *

 

GetSelectedLevel

(
    int32 InLevelIndex
)

Return the selected level with the given index.

Public function

TArray < clas...

 

GetSelectedLevels()

Return the list of selected levels in this world.

Public function Const

bool

 

GetShouldForceUnloadStreamingLevels()

Public function Const

bool

 

GetShouldForceVisibleStreamingLevels()

Public function Const

const TArray ...

 

GetStreamingLevels()

Return a const version of the streaming levels array

Public function Const

FTimerManage ...

 

GetTimerManager()

Returns TimerManager instance for this world.

Public function Const

float

 

GetTimeSeconds()

Returns time in seconds since world was brought up for play, IS stopped when game pauses, IS dilated/clamped

Public function Const

float

 

GetUnpausedTimeSeconds()

Returns time in seconds since world was brought up for play, IS NOT stopped when game pauses, IS dilated/clamped

Public function Virtual Const

UWorld *

 

GetWorld()

Public function Const

AWorldSettin ...

 

GetWorldSettings

(
    bool bCheckStreamingPersistent,
    bool bChecked
)

Returns the AWorldSettings actor associated with this world.

Public function

void

 

HandleTimelineScrubbed()

Called from DemoNetDriver when playing back a replay and the timeline is successfully scrubbed

Public function Const

bool

 

HasBegunPlay()

Returns true if gameplay has already started, false otherwise.

Public function Const

bool

 

HasDefaultPhysicsVolume()

Returns true if a DefaultPhysicsVolume has been created.

Public function Const

bool

 

HasEndOfFrameUpdates()

Returns true if we have any updates that have been deferred to the end of the current frame.

Public function Const

bool

 

HasMarkedObjectsPendingKill()

Indicates that the world has marked contained objects as pending kill

Public function

void

 

InitializeActorsForPlay

(
    const FURL & InURL,
    bool bResetTime
)

Initializes all actors and prepares them to start gameplay

Public function

void

 

InitializeNewWorld

(
    const InitializationValues IVS
)

Initializes a newly created world.

Public function

void

 

InitWorld

(
    const InitializationValues IVS
)

Initializes the world, associates the persistent level and sets the proper zones.

Public function

void

 

InvalidateModelGeometry

(
    ULevel * InLevel
)

Invalidates the cached data used to render the levels' UModel .

Public function

void

 

InvalidateModelSurface

(
    bool bCurrentLevelOnly
)

Discards the cached data used to render the levels' UModel .

Public function Const

bool

 

IsCameraMoveable()

Public function Const

bool

 

IsClient()

Public function Const

bool

 

IsEditorWorld()

Returns true if this world is any kind of editor world (including editor preview worlds)

Public function Const

bool

 

IsGameWorld()

Returns true if this world is any kind of game world (including PIE worlds)

Public function

bool

 

IsInSeamlessTravel()

Public function Const

bool

 

IsLevelSelected

(
    ULevel * InLevel
)

Query whether or not a level is selected.

Public function

bool

 

IsMapChangeReady()

Public function Const

bool

 

IsNavigationRebuilt()

Retrieves information whether all navigation with this world has been rebuilt

Public function Const

bool

 

IsNetMode

(
    ENetMode Mode
)

Test whether net mode is the given mode.

Public function Const

bool

 

IsPaused()

Public function Const

bool

 

IsPlayInEditor()

Returns whether script is executing within the editor.

Public function Const

bool

 

IsPlayingClientReplay()

Returns true if the demo net driver exists and is playing a client recorded replay.

Public function Const

bool

 

IsPlayingReplay()

Returns true if we are currently playing a replay

Public function Const

bool

 

IsPlayInMobilePreview()

Returns whether script is executing within a mobile preview window

Public function Const

bool

 

IsPlayInPreview()

Returns whether script is executing within a preview window

Public function Const

bool

 

IsPlayInVulkanPreview()

Returns whether script is executing within a vulkan preview window

Public function

bool

 

IsPreparingMapChange()

Public function Const

bool

 

IsPreviewWorld()

Returns true if this world is a preview game world (editor or game)

Public function Const

bool

 

IsRecordingClientReplay()

Returns true if the game net driver exists and is a client and the demo net driver exists and is a server.

Public function Const

bool

 

IsRefreshingStreamingLevels()

Public function Const

bool

 

IsServer()

Public function Const

bool

 

IsStreamingLevelBeingConsidered

(
    ULevelStreaming * StreamingLeve...
)

Public function

void

 

IssueEditorLoadWarnings()

Public function

bool

 

IsTraceHandleValid

(
    const FTraceHandle & Handle,
    bool bOverlapTrace
)

See if TraceHandle is still valid or not

Public function Const

bool

 

IsVisibilityRequestPending()

Public function

AWorldSettin ...

 

K2_GetWorldSettings()

Returns the AWorldSettings actor associated with this world.

Public function Const

bool

 

LineTraceMultiByChannel

(
    TArray < struct FHitResult >& OutHi...,
    const FVector & Start,
    const FVector & End,
    ECollisionChannel TraceChannel,
    const FCollisionQueryParams & Param...,
    const FCollisionResponseParams & Re...
)

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

Public function Const

bool

 

LineTraceMultiByObjectType

(
    TArray < struct FHitResult >& OutHi...,
    const FVector & Start,
    const FVector & End,
    const FCollisionObjectQueryParams &...,
    const FCollisionQueryParams & Param...
)

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

Public function Const

bool

 

LineTraceMultiByProfile

(
    TArray < struct FHitResult >& OutHi...,
    const FVector & Start,
    const FVector & End,
    FName ProfileName,
    const FCollisionQueryParams & Param...
)

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

Public function Const

bool

 

LineTraceSingleByChannel

(
    FHitResult & OutHit,
    const FVector & Start,
    const FVector & End,
    ECollisionChannel TraceChannel,
    const FCollisionQueryParams & Param...,
    const FCollisionResponseParams & Re...
)

Trace a ray against the world using a specific channel and return the first blocking hit

Public function Const

bool

 

LineTraceSingleByObjectType

(
    FHitResult & OutHit,
    const FVector & Start,
    const FVector & End,
    const FCollisionObjectQueryParams &...,
    const FCollisionQueryParams & Param...
)

Trace a ray against the world using object types and return the first blocking hit

Public function Const

bool

 

LineTraceSingleByProfile

(
    FHitResult & OutHit,
    const FVector & Start,
    const FVector & End,
    FName ProfileName,
    const FCollisionQueryParams & Param...
)

Trace a ray against the world using a specific profile and return the first blocking hit

Public function Const

bool

 

LineTraceTestByChannel

(
    const FVector & Start,
    const FVector & End,
    ECollisionChannel TraceChannel,
    const FCollisionQueryParams & Param...,
    const FCollisionResponseParams & Re...
)

Trace a ray against the world using a specific channel and return if a blocking hit is found.

Public function Const

bool

 

LineTraceTestByObjectType

(
    const FVector & Start,
    const FVector & End,
    const FCollisionObjectQueryParams &...,
    const FCollisionQueryParams & Param...
)

Trace a ray against the world using object types and return if a blocking hit is found.

Public function Const

bool

 

LineTraceTestByProfile

(
    const FVector & Start,
    const FVector & End,
    FName ProfileName,
    const FCollisionQueryParams & Param...
)

Trace a ray against the world using a specific profile and return if a blocking hit is found.

Public function

bool

 

Listen

(
    FURL & InURL
)

Start listening for connections.

Public function

void

 

LoadSecondaryLevels

(
    bool bForce,
    TSet < FName >* FilenamesToSkip
)

Called after GWorld has been set.

Public function

void

 

MarkActorComponentForNeededEndOfFrameUpdate

(
    UActorComponent * Component,
    bool bForceGameThread
)

Mark a component as needing an end of frame update

Public function

void

 

MarkObjectsPendingKill()

Marks all objects that have this World as an Outer as pending kill

Public function

void

 

ModifyLevel

(
    ULevel * Level
)

Transacts the specified level the correct way to modify a level as opposed to calling Level->Modify.

Public function

void

 

NavigateTo

(
    FIntVector InLocation
)

Sets world origin at specified position and stream-in all relevant levels

Public function

void

 

NotifyOfBlueprintDebuggingAssociation

(
    UBlueprint * Blueprint,
    UObject * DebugObject
)

Notifies the world of a blueprint debugging reference

Public function

FOnLevelsCha...

 

OnLevelsChanged()

Returns the LevelsChangedEvent member.

Public function

FOnTickFlush...

 

OnPostTickDispatch()

Public function

FOnTickFlush...

 

OnPostTickFlush()

Public function

FOnSelectedL...

 

OnSelectedLevelsChanged()

Returns the SelectedLevelsChangedEvent member.

Public function

FOnNetTickEv...

 

OnTickDispatch()

Network Tick events

Public function

FOnNetTickEv...

 

OnTickFlush()

Public function Const

bool

 

OverlapAnyTestByChannel

(
    const FVector & Pos,
    const FQuat & Rot,
    ECollisionChannel TraceChannel,
    const FCollisionShape & CollisionSh...,
    const FCollisionQueryParams & Param...,
    const FCollisionResponseParams & Re...
)

Test the collision of a shape at the supplied location using a specific channel, and return if any blocking or overlapping shape is found

Public function Const

bool

 

OverlapAnyTestByObjectType

(
    const FVector & Pos,
    const FQuat & Rot,
    const FCollisionObjectQueryParams &...,
    const FCollisionShape & CollisionSh...,
    const FCollisionQueryParams & Param...
)

Test the collision of a shape at the supplied location using object types, and return if any overlap is found

Public function Const

bool

 

OverlapAnyTestByProfile

(
    const FVector & Pos,
    const FQuat & Rot,
    FName ProfileName,
    const FCollisionShape & CollisionSh...,
    const FCollisionQueryParams & Param...
)

Test the collision of a shape at the supplied location using a specific profile, and return if any blocking or overlap is found

Public function Const

bool

 

OverlapBlockingTestByChannel

(
    const FVector & Pos,
    const FQuat & Rot,
    ECollisionChannel TraceChannel,
    const FCollisionShape & CollisionSh...,
    const FCollisionQueryParams & Param...,
    const FCollisionResponseParams & Re...
)

Test the collision of a shape at the supplied location using a specific channel, and return if any blocking overlap is found

Public function Const

bool

 

OverlapBlockingTestByProfile

(
    const FVector & Pos,
    const FQuat & Rot,
    FName ProfileName,
    const FCollisionShape & CollisionSh...,
    const FCollisionQueryParams & Param...
)

Test the collision of a shape at the supplied location using a specific profile, and return if any blocking overlap is found

Public function Const

bool

 

OverlapMultiByChannel

(
    TArray < struct FOverlapResult >& O...,
    const FVector & Pos,
    const FQuat & Rot,
    ECollisionChannel TraceChannel,
    const FCollisionShape & CollisionSh...,
    const FCollisionQueryParams & Param...,
    const FCollisionResponseParams & Re...
)

Test the collision of a shape at the supplied location using a specific channel, and determine the set of components that it overlaps

Public function Const

bool

 

OverlapMultiByObjectType

(
    TArray < struct FOverlapResult >& O...,
    const FVector & Pos,
    const FQuat & Rot,
    const FCollisionObjectQueryParams &...,
    const FCollisionShape & CollisionSh...,
    const FCollisionQueryParams & Param...
)

Test the collision of a shape at the supplied location using object types, and determine the set of components that it overlaps

Public function Const

bool

 

OverlapMultiByProfile

(
    TArray < struct FOverlapResult >& O...,
    const FVector & Pos,
    const FQuat & Rot,
    FName ProfileName,
    const FCollisionShape & CollisionSh...,
    const FCollisionQueryParams & Param...
)

Test the collision of a shape at the supplied location using a specific profile, and determine the set of components that it overlaps

Public function

void

 

PopulateStreamingLevelsToConsider()

Examine all streaming levels and determine which ones should be considered.

Public function

void

 

PrepareMapChange

(
    const TArray < FName >& LevelNames
)

Asynchronously loads the given levels in preparation for a streaming map transition.

Public function

void

 

ProcessLevelStreamingVolumes

(
    FVector * OverrideViewLocation
)

Issues level streaming load/unload requests based on whether local players are inside/outside level streaming volumes.

Public function

void

 

PropagateLightingScenarioChange()

Propagates a change to the active lighting scenario.

Public function

bool

 

QueryOverlapData

(
    const FTraceHandle & Handle,
    FOverlapDatum & OutData
)

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

Public function

bool

 

QueryTraceData

(
    const FTraceHandle & Handle,
    FTraceDatum & OutData
)

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

Public function

void

 

RecreateScene

(
    ERHIFeatureLevel::Type InFeatureLev...
)

Public function

void

 

RefreshStreamingLevels

(
    const TArray < class ULevelStreaming ...
)

Called when a specific set of streaming levels need to be refreshed

Public function

void

 

RefreshStreamingLevels()

Called when level property has changed It refreshes any streaming stuff

Public function

void

 

RegisterAutoActivateCamera

(
    ACameraActor * CameraActor,
    int32 PlayerIndex
)

Register a CameraActor that auto-activates for a PlayerController.

Public function Const

bool

 

RemapCompiledScriptActor

(
    FString & Str
)

Given a level script actor, modify the string such that it points to the correct instance of the object.

Public function

void

 

RemoveActor

(
    AActor * Actor,
    bool bShouldModifyLevel
)

Removes the passed in actor from the actor lists.

Public function

void

 

RemoveController

(
    AController * Controller
)

Removes the passed in controller from the linked list of controllers.

Public function

void

 

RemoveFromWorld

(
    ULevel * Level,
    bool bAllowIncrementalRemoval
)

Dissociates the passed in level from the world. The removal is blocking.

Public function

bool

 

RemoveLevel

(
    ULevel * InLevel
)

Remove a level from the level list.

Public function

void

 

RemoveNetworkActor

(
    AActor * Actor
)

Removes the passed in actor to from special network actor list

Public function

void

 

RemoveOnActorSpawnedHandler

(
    FDelegateHandle InHandle
)

Remove a listener for OnActorSpawned events

Public function

void

 

RemoveOnFeatureLevelChangedHandler

(
    FDelegateHandle InHandle
)

Remove a listener for OnFeatureLevelChanged events

Public function

void

 

RemovePawn

(
    APawn * Pawn
)

Removes the passed in pawn from the linked list of pawns.

Public function

void

 

RemovePhysicsVolume

(
    APhysicsVolume * Volume
)

Removes a physics volume from the list of those in the world.

Public function Static

FString

 

RemovePIEPrefix

(
    const FString & Source
)

Given a string, return that string with any PIE prefix removed

Public function

bool

 

RemoveStreamingLevel

(
    ULevelStreaming * StreamingLeve...
)

Remove a streaming level to the list of streamed levels to consider.

Public function

bool

 

RemoveStreamingLevelAt

(
    int32 IndexToRemove
)

Remove a streaming level to the list of streamed levels to consider.

Public function

int32

 

RemoveStreamingLevels

(
    TArrayView < ULevelStreaming *co...
)

Remove multiple streaming levels to the list of streamed levels to consider.

Public function

void

 

RenameToPIEWorld

(
    int32 PIEInstanceID
)

Rename this world such that it has the prefix on names for the given PIE Instance ID

Public function

void

 

RequestNewWorldOrigin

(
    FIntVector InNewOriginLocation
)

Request to translate world origin to specified position on next tick

Public function Const

bool

 

RequiresHitProxies()

Accessor for bRequiresHitProxies.

Public function

void

 

RunTickGroup

(
    ETickingGroup Group,
    bool bBlockTillComplete
)

Run a tick group, ticking all actors and components

Public function

void

 

SeamlessTravel

(
    const FString & InURL,
    bool bAbsolute,
    FGuid MapPackageGuid
)

Seamlessly travels to the given URL by first loading the entry level in the background, switching to it, and then loading the specified level.

Public function

void

 

SelectLevel

(
    ULevel * InLevel
)

Flag a level as selected.

Public function

void

 

SendAllEndOfFrameUpdates()

Send all render updates to the rendering thread.

Public function Virtual

bool

 

ServerTravel

(
    const FString & InURL,
    bool bAbsolute,
    bool bShouldSkipGameNotify
)

Jumps the server to new level.

Public function

void

 

SetActiveLevelCollection

(
    int32 LevelCollectionIndex
)

Sets the level collection and its context on this world.

Public function

void

 

SetAudioDeviceHandle

(
    const uint32 InAudioDeviceHandle
)

Sets the audio device handle to the active audio device for this world.

Public function

bool

 

SetCurrentLevel

(
    ULevel * InLevel
)

Set the CurrentLevel for this world. Set the CurrentLevel for this world.

Public function

void

 

SetGameInstance

(
    UGameInstance * NewGI
)

Sets the owning game instance for this world

Public function

bool

 

SetGameMode

(
    const FURL & InURL
)

Spawns GameMode for the level.

Public function

void

 

SetGameState

(
    AGameStateBase * NewGameState
)

Sets the current GameState instance on this world and the game state's level collection.

Public function

void

 

SetMapNeedsLightingFullyRebuilt

(
    int32 InNumLightingUnbuiltObjects,
    int32 InNumUnbuiltReflectionCapture...
)

Sets NumLightingUnbuiltObjects to the specified value.

Public function

void

 

SetMaterialParameterCollectionInstanceNeedsUpdate()

Used to indicate a UMaterialParameterCollectionInstance needs a deferred update

Public function

void

 

SetNavigationSystem

(
    UNavigationSystemBase * InNavig...
)

Set the pointer to the Navigation System instance.

Public function

void

 

SetNetDriver

(
    UNetDriver * NewDriver
)

Sets the net driver to use for this world

Public function

bool

 

SetNewWorldOrigin

(
    FIntVector InNewOriginLocation
)

Translate world origin to specified position

Public function

void

 

SetPhysicsScene

(
    FPhysScene* InScene
)

Set the physics scene to use by this world

Public function

void

 

SetSeamlessTravelMidpointPause

(
    bool bNowPaused
)

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)

Public function

void

 

SetSelectedLevels

(
    const TArray < class ULevel * > ...
)

Set the selected levels from the given array (Clears existing selections)

Public function

void

 

SetShouldForceUnloadStreamingLevels

(
    bool bInShouldForceUnloadStreamingL...
)

Public function

void

 

SetShouldForceVisibleStreamingLevels

(
    bool bInShouldForceVisibleStreaming...
)

Public function

void

 

SetShouldTick

(
    const bool bInShouldTick
)

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.

Public function

void

 

SetStreamingLevels

(
    TArray < ULevelStreaming * >&& ...
)

Replace the streaming levels array

Public function

void

 

SetStreamingLevels

(
    TArrayView < ULevelStreaming *co...
)

Replace the streaming levels array

Public function

void

 

SetupParameterCollectionInstances()

Creates instances for each parameter collection in memory. Called when a world is created.

Public function

void

 

SetupPhysicsTickFunctions

(
    float DeltaSeconds
)

Set up the physics tick function if they aren't already

Public function Const

bool

 

ShouldTick()

Returns whether or not this world is currently ticking. See SetShouldTick.

Public function

void

 

ShrinkLevel()

Shrink level elements to their minimum size.

Public function

T *

 

SpawnActor

(
    const FActorSpawnParameters & Spawn...
)

Templated version of SpawnActor that allows you to specify a class type via the template type

Public function

T *

 

SpawnActor

(
    UClass * Class,
    FVector const& Location,
    FRotator const& Rotation,
    const FActorSpawnParameters & Spawn...
)

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

Public function

AActor *

 

SpawnActor

(
    UClass * InClass,
    FVector const* Location,
    FRotator const* Rotation,
    const FActorSpawnParameters & Spawn...
)

Spawn Actors with given transform and SpawnParameters

Public function

T *

 

SpawnActor

(
    UClass * Class,
    FTransform const& Transform,
    const FActorSpawnParameters & Spawn...
)

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

Public function

T *

 

SpawnActor

(
    FVector const& Location,
    FRotator const& Rotation,
    const FActorSpawnParameters & Spawn...
)

Templated version of SpawnActor that allows you to specify location and rotation in addition to class type via the template type

Public function

AActor *

 

SpawnActor

(
    UClass * Class,
    FTransform const* Transform,
    const FActorSpawnParameters & Spawn...
)

Spawn Actors with given transform and SpawnParameters

Public function

T *

 

SpawnActor

(
    UClass * Class,
    const FActorSpawnParameters & Spawn...
)

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

Public function

T *

 

SpawnActorAbsolute

(
    UClass * Class,
    FTransform const& Transform,
    const FActorSpawnParameters & Spawn...
)

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

Public function

T *

 

SpawnActorAbsolute

(
    FVector const& AbsoluteLocation,
    FRotator const& AbsoluteRotation,
    const FActorSpawnParameters & Spawn...
)

Templated version of SpawnActorAbsolute that allows you to specify absolute location and rotation in addition to class type via the template type

Public function

AActor *

 

SpawnActorAbsolute

(
    UClass * Class,
    FTransform const& AbsoluteTransfor...,
    const FActorSpawnParameters & Spawn...
)

Spawn Actors with given absolute transform (override root component transform) and SpawnParameters

Public function

T *

 

SpawnActorDeferred

(
    UClass * Class,
    FTransform const& Transform,
    AActor * Owner,
    APawn * Instigator,
    ESpawnActorCollisionHandlingMethod ...
)

Spawns given class and returns class T pointer, forcibly sets world transform (note this allows scale as well).

Public function

ABrush *

 

SpawnBrush()

Spawns a Brush Actor in the World

Public function

APlayerContr ...

 

SpawnPlayActor

(
    UPlayer * Player,
    ENetRole RemoteRole,
    const FURL & InURL,
    const TSharedPtr < const FUniqueNetI ...,
    FString & Error,
    uint8 InNetPlayerIndex
)

Spawns a PlayerController and binds it to the passed in Player with the specified RemoteRole and options

Public function

APlayerContr ...

 

SpawnPlayActor

(
    UPlayer * Player,
    ENetRole RemoteRole,
    const FURL & InURL,
    const FUniqueNetIdRepl & UniqueId,
    FString & Error,
    uint8 InNetPlayerIndex
)

Spawns a PlayerController and binds it to the passed in Player with the specified RemoteRole and options

Public function

void

 

StartPhysicsSim()

Begin physics simulation

Public function Static

FString

 

StripPIEPrefixFromPackageName

(
    const FString & PackageName,
    const FString & Prefix
)

Given a PackageName and a prefix type, get back to the original package name (i.e. the saved map name)

Public function Const

bool

 

SweepMultiByChannel

(
    TArray < struct FHitResult >& OutHi...,
    const FVector & Start,
    const FVector & End,
    const FQuat & Rot,
    ECollisionChannel TraceChannel,
    const FCollisionShape & CollisionSh...,
    const FCollisionQueryParams & Param...,
    const FCollisionResponseParams & Re...
)

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

Public function Const

bool

 

SweepMultiByObjectType

(
    TArray < struct FHitResult >& OutHi...,
    const FVector & Start,
    const FVector & End,
    const FQuat & Rot,
    const FCollisionObjectQueryParams &...,
    const FCollisionShape & CollisionSh...,
    const FCollisionQueryParams & Param...
)

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

Public function Const

bool

 

SweepMultiByProfile

(
    TArray < FHitResult >& OutHits,
    const FVector & Start,
    const FVector & End,
    const FQuat & Rot,
    FName ProfileName,
    const FCollisionShape & CollisionSh...,
    const FCollisionQueryParams & Param...
)

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

Public function Const

bool

 

SweepSingleByChannel

(
    FHitResult & OutHit,
    const FVector & Start,
    const FVector & End,
    const FQuat & Rot,
    ECollisionChannel TraceChannel,
    const FCollisionShape & CollisionSh...,
    const FCollisionQueryParams & Param...,
    const FCollisionResponseParams & Re...
)

Sweep a shape against the world and return the first blocking hit using a specific channel

Public function Const

bool

 

SweepSingleByObjectType

(
    FHitResult & OutHit,
    const FVector & Start,
    const FVector & End,
    const FQuat & Rot,
    const FCollisionObjectQueryParams &...,
    const FCollisionShape & CollisionSh...,
    const FCollisionQueryParams & Param...
)

Sweep a shape against the world and return the first blocking hit using object types

Public function Const

bool

 

SweepSingleByProfile

(
    FHitResult & OutHit,
    const FVector & Start,
    const FVector & End,
    const FQuat & Rot,
    FName ProfileName,
    const FCollisionShape & CollisionSh...,
    const FCollisionQueryParams & Param...
)

Sweep a shape against the world and return the first blocking hit using a specific profile

Public function Const

bool

 

SweepTestByChannel

(
    const FVector & Start,
    const FVector & End,
    const FQuat & Rot,
    ECollisionChannel TraceChannel,
    const FCollisionShape & CollisionSh...,
    const FCollisionQueryParams & Param...,
    const FCollisionResponseParams & Re...
)

Sweep a shape against the world using a specific channel and return if a blocking hit is found.

Public function Const

bool

 

SweepTestByObjectType

(
    const FVector & Start,
    const FVector & End,
    const FQuat & Rot,
    const FCollisionObjectQueryParams &...,
    const FCollisionShape & CollisionSh...,
    const FCollisionQueryParams & Param...
)

Sweep a shape against the world using object types and return if a blocking hit is found.

Public function Const

bool

 

SweepTestByProfile

(
    const FVector & Start,
    const FVector & End,
    const FQuat & Rot,
    FName ProfileName,
    const FCollisionShape & CollisionSh...,
    const FCollisionQueryParams & Param...
)

Sweep a shape against the world using a specific profile and return if a blocking hit is found.

Public function

void

 

Tick

(
    ELevelTick TickType,
    float DeltaSeconds
)

Update the level after a variable amount of time, DeltaSeconds, has passed.

Public function

void

 

TickNetClient

(
    float DeltaSeconds
)

Do per frame tick behaviors related to the network driver

Public function Const

float

 

TimeSince

(
    float Time
)

Helper for getting the time since a certain time.

Public function

void

 

TransferBlueprintDebugReferences

(
    UWorld * NewWorld
)

Transfers the set of Kismet / Blueprint objects being debugged to the new world that are not already present, and updates blueprints accordingly

Public function

void

 

TriggerStreamingDataRebuild()

Triggers a call to ULevel::BuildStreamingData(this,NULL,NULL) within a few seconds.

Public function Const

void

 

UpdateActorComponentEndOfFrameUpdateState

(
    UActorComponent * Component
)

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

Public function

void

 

UpdateAllSkyCaptures()

Purges all sky capture cached derived data and forces a re-render of captured scene data.

Public function Virtual

void

 

UpdateConstraintActors()

Updates all physics constraint actor joint locations.

Public function

bool

 

UpdateCullDistanceVolumes

(
    AActor * ActorToUpdate,
    UPrimitiveComponent * Component...
)

Updates cull distance volumes for a specified component or a specified actor or all actors

Public function

void

 

UpdateLevelStreaming()

Updates sub-levels (load/unload/show/hide) using streaming levels current state

Public function

void

 

UpdateParameterCollectionInstances

(
    bool bUpdateInstanceUniformBuffers,
    bool bRecreateUniformBuffer
)

Updates this world's scene with the list of instances, and optionally updates each instance's uniform buffer.

Public function

void

 

UpdateStreamingLevelPriority

(
    ULevelStreaming * StreamingLeve...
)

Inform the world that the streaming level has had its priority change and may need to be resorted if under consideration.

Public function

void

 

UpdateStreamingLevelShouldBeConsidered

(
    ULevelStreaming * StreamingLeve...
)

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.

Public function

void

 

UpdateWorldComponents

(
    bool bRerunConstructionScripts,
    bool bCurrentLevelOnly
)

Updates world components like e.g. line batcher and all level components.

Public function Const

bool

 

UsesGameHiddenFlags()

Returns true if this world should look at game hidden flags instead of editor hidden flags for the purposes of rendering

Public function

void

 

WelcomePlayer

(
    UNetConnection * Connection
)

Welcome a new player joining this server.

Overridden from UObject

Name Description

Public function Virtual

void

 

BeginDestroy()

Called before destroying the object.

Public function Virtual

void

 

FinishDestroy()

Called to finish destroying the object.

Public function Virtual Const

void

 

GetAssetRegistryTags

(
    TArray < FAssetRegistryTag >& OutTa...
)

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

Public function Virtual Const

FPrimaryAsse ...

 

GetPrimaryAssetId()

Returns an Type:Name pair representing the PrimaryAssetId for this object.

Public function Virtual

void

 

PostDuplicate

(
    bool bDuplicateForPIE
)

Called after duplication & serialization and before PostLoad.

Public function Virtual

void

 

PostLoad()

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

Public function Virtual

void

 

PostSaveRoot

(
    bool bCleanupIsRequired
)

Called from within SavePackage on the passed in base/root object.

Public function Virtual

bool

 

PreSaveRoot

(
    const TCHAR * Filename
)

Called from within SavePackage on the passed in base/root object.

Public function Virtual

bool

 

Rename

(
    const TCHAR * NewName,
    UObject * NewOuter,
    ERenameFlags Flags
)

Rename this object to a unique name, or change its outer.

Public function Virtual

void

 

Serialize

(
    FArchive & Ar
)

Handles reading, writing, and reference collecting using FArchive .

Overridden from FNetworkNotify

Name Description

Public function Virtual

void

 

NotifyAcceptedConnection

(
    UNetConnection * Connection
)

Notification that a new connection has been created/established as a result of a remote request, previously approved by NotifyAcceptingConnection

Public function Virtual

bool

 

NotifyAcceptingChannel

(
    UChannel * Channel
)

Notification that a new channel is being created/opened as a result of a remote request (Actor creation, etc)

Public function Virtual

EAcceptConne ...

 

NotifyAcceptingConnection()

Notification that an incoming connection is pending, giving the interface a chance to reject the request

Public function Virtual

void

 

NotifyControlMessage

(
    UNetConnection * Connection,
    uint8 MessageType,
    FInBunch & Bunch
)

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::Receive())

Classes

Name

Description

Public struct

FActorsInitializedParams

Public class

FOnGameStateSetEvent

Public struct

InitializationValues

Struct containing a collection of optional parameters for initialization of a World.

Typedefs

Name

Description

FBlueprintToDebuggedObjectMap

Map of blueprints that are being debugged and the object instance they are debugging.

FOnWorldInitializedActors

Constants

Name

Description

WorldTypePreLoadMap

A static map that is populated before loading a world from a package.

Deprecated Functions

Name Description

Public function

void

 

DelayGarbageCollection()

Use GEngine->DelayGarbageCollection instead.

Public function

void

 

ForceGarbageCollection

(
    bool bFullPurge
)

Call GEngine->ForceGarbageCollection instead

Public function Const

float

 

GetTimeBetweenGarbageCollectionPasses()

Call GEngine->GetTimeBetweenGarbageCollectionPasses instead

Public function

void

 

PerformGarbageCollectionAndCleanupActors()

Use GEngine->PerformGarbageCollectionAndCleanupActors instead.

Public function

void

 

SetTimeUntilNextGarbageCollection

(
    float MinTimeUntilNextPass
)

Use GEngine->SetTimeUntilNextGarbageCollection instead.

References

Module

Engine

Header

Runtime/Engine/Classes/Engine/World.h