unreal.World

class unreal.World(outer: Object | None = None, name: Name | str = 'None')

Bases: Object

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.

C++ Source:

  • Module: Engine

  • File: World.h

Editor Properties: (see get_editor_property/set_editor_property)

  • thumbnail_info (ThumbnailInfo): [Read-Only] Information for thumbnail rendering

get_data_layer_manager() DataLayerManager

Returns the UDataLayerManager associated with this world.

Returns:

UDataLayerManager object associated with this world

Return type:

DataLayerManager

get_world_settings() WorldSettings

Returns the AWorldSettings actor associated with this world.

Returns:

AWorldSettings actor associated with this world

Return type:

WorldSettings