UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
UWorld Class Referencefinal

#include <World.h>

+ Inheritance diagram for UWorld:

Classes

struct  FEndOfFrameUpdateContext
 

Public Types

enum class  ELineBatcherType : uint8 {
  World = 0 , WorldPersistent , Foreground , ForegroundPersistent ,
  NUM , Invalid = NUM
}
 
using FActorsInitializedParams = ::FActorsInitializedParams
 
using InitializationValues = FWorldInitializationValues
 
- Public Types inherited from UObject
enum class  ENetFields_Private { NETFIELD_REP_START = 0 , NETFIELD_REP_END = -1 }
 
typedef UObject WithinClass
 

Public Member Functions

UE_API ULineBatchComponentGetLineBatcher (ELineBatcherType Type) const
 
UE_API void FlushLineBatchers (const TArrayView< const UWorld::ELineBatcherType > &TypesToFlush)
 
UE_API bool SupportsMakingVisibleTransactionRequests () const
 
UE_API bool SupportsMakingInvisibleTransactionRequests () const
 
UE_API const AServerStreamingLevelsVisibilityGetServerStreamingLevelsVisibility () const
 
const TArray< ULevelStreaming * > & GetStreamingLevels () const
 
uint16 GetNumStreamingLevelsBeingLoaded () const
 
bool IsStreamingLevelBeingConsidered (ULevelStreaming *StreamingLevel) const
 
bool HasStreamingLevelsToConsider () const
 
ULevelGetCurrentLevelPendingVisibility () const
 
UE_API bool IsLevelMakingVisible (const ULevel *InLevel) const
 
UE_API bool HasAnyLevelMakingVisible () const
 
ULevelGetCurrentLevelPendingInvisibility () const
 
UE_API bool IsLevelMakingInvisible (const ULevel *InLevel) const
 
UE_API bool HasAnyLevelMakingInvisible () const
 
UE_API void AddStreamingLevel (ULevelStreaming *StreamingLevelToAdd)
 
UE_API void AddStreamingLevels (TArrayView< ULevelStreaming *const > StreamingLevelsToAdd)
 
UE_API void AddUniqueStreamingLevel (ULevelStreaming *StreamingLevelToAdd)
 
UE_API void AddUniqueStreamingLevels (TArrayView< ULevelStreaming *const > StreamingLevelsToAdd)
 
UE_API void SetStreamingLevels (TArray< ULevelStreaming * > &&StreamingLevels)
 
UE_API void SetStreamingLevels (TArrayView< ULevelStreaming *const > StreamingLevels)
 
UE_API bool RemoveStreamingLevel (ULevelStreaming *StreamingLevelToRemove)
 
UE_API bool RemoveStreamingLevelAt (int32 IndexToRemove)
 
UE_API int32 RemoveStreamingLevels (TArrayView< ULevelStreaming *const > StreamingLevelsToRemove)
 
UE_API void ClearStreamingLevels ()
 
UE_API void UpdateStreamingLevelShouldBeConsidered (ULevelStreaming *StreamingLevelToConsider)
 
UE_API void UpdateStreamingLevelPriority (ULevelStreaming *StreamingLevel)
 
UE_API void PopulateStreamingLevelsToConsider ()
 
bool GetIsInBlockTillLevelStreamingCompleted () const
 
int32 GetBlockTillLevelStreamingCompletedEpoch () const
 
UE_API void PushComponentGroupMove (const FScopedMovementUpdate *Scope)
 
UE_API void ProcessPendingGroupMoves (bool bProcessAllMoves=true)
 
UDemoNetDriverGetDemoNetDriver () const
 
void SetDemoNetDriver (UDemoNetDriver *const InDemoNetDriver)
 
PRAGMA_DISABLE_DEPRECATION_WARNINGS ERHIFeatureLevel::Type GetFeatureLevel () const
 
void SetFeatureLevel (ERHIFeatureLevel::Type InFeatureLevel)
 
UE_DEPRECATED(5.4, "Public access to bBegunPlay is deprecated. Please update your code to use the public accessors GetBegunPlay() & SetBegunPlay().") uint8 bBegunPlay UE_API void SetBegunPlay (bool bHasBegunPlay)
 
UE_API bool GetBegunPlay () const
 
 DECLARE_EVENT_OneParam (UWorld, FOnBeginPlay, bool)
 
FOnBeginPlayGetOnBeginPlayEvent ()
 
UE_API void HandleTimelineScrubbed ()
 
UE_API void SetNavigationSystem (UNavigationSystemBase *InNavigationSystem)
 
UE_API class ULevelGetCurrentLevel () const
 
UE_API void CreateFXSystem ()
 
UE_API void InitializeSubsystems ()
 
UE_API void PostInitializeSubsystems ()
 
void SetShouldTick (const bool bInShouldTick)
 
bool ShouldTick () const
 
UE_API UChaosEventRelayGetChaosEventRelay ()
 
bool GetShouldForceUnloadStreamingLevels () const
 
UE_API void SetShouldForceUnloadStreamingLevels (bool bInShouldForceUnloadStreamingLevels)
 
bool GetShouldForceVisibleStreamingLevels () const
 
UE_API void SetShouldForceVisibleStreamingLevels (bool bInShouldForceVisibleStreamingLevels)
 
bool DebugDrawSceneQueries (const FName &UsedTraceTag) const
 
 DECLARE_EVENT_TwoParams (UWorld, FOnBeginPostProcessSettings, FVector, FSceneView *)
 
UE_API void InsertPostProcessVolume (IInterface_PostProcessVolume *InVolume)
 
UE_API bool RemovePostProcessVolume (IInterface_PostProcessVolume *InVolume)
 
UE_API void AddPostProcessingSettings (FVector ViewLocation, FSceneView *SceneView)
 
bool HasMarkedObjectsPendingKill () const
 
UE_API UWorld (const FObjectInitializer &ObjectInitializer=FObjectInitializer::Get())
 
UE_API bool LineTraceTestByChannel (const FVector &Start, const FVector &End, ECollisionChannel TraceChannel, const FCollisionQueryParams &Params=FCollisionQueryParams::DefaultQueryParam, const FCollisionResponseParams &ResponseParam=FCollisionResponseParams::DefaultResponseParam) const
 
UE_API bool LineTraceTestByObjectType (const FVector &Start, const FVector &End, const FCollisionObjectQueryParams &ObjectQueryParams, const FCollisionQueryParams &Params=FCollisionQueryParams::DefaultQueryParam) const
 
UE_API bool LineTraceTestByProfile (const FVector &Start, const FVector &End, FName ProfileName, const FCollisionQueryParams &Params=FCollisionQueryParams::DefaultQueryParam) const
 
UE_API bool LineTraceSingleByChannel (struct FHitResult &OutHit, const FVector &Start, const FVector &End, ECollisionChannel TraceChannel, const FCollisionQueryParams &Params=FCollisionQueryParams::DefaultQueryParam, const FCollisionResponseParams &ResponseParam=FCollisionResponseParams::DefaultResponseParam) const
 
UE_API bool LineTraceSingleByObjectType (struct FHitResult &OutHit, const FVector &Start, const FVector &End, const FCollisionObjectQueryParams &ObjectQueryParams, const FCollisionQueryParams &Params=FCollisionQueryParams::DefaultQueryParam) const
 
UE_API bool LineTraceSingleByProfile (struct FHitResult &OutHit, const FVector &Start, const FVector &End, FName ProfileName, const FCollisionQueryParams &Params=FCollisionQueryParams::DefaultQueryParam) const
 
UE_API bool LineTraceMultiByChannel (TArray< struct FHitResult > &OutHits, const FVector &Start, const FVector &End, ECollisionChannel TraceChannel, const FCollisionQueryParams &Params=FCollisionQueryParams::DefaultQueryParam, const FCollisionResponseParams &ResponseParam=FCollisionResponseParams::DefaultResponseParam) const
 
UE_API bool LineTraceMultiByObjectType (TArray< struct FHitResult > &OutHits, const FVector &Start, const FVector &End, const FCollisionObjectQueryParams &ObjectQueryParams, const FCollisionQueryParams &Params=FCollisionQueryParams::DefaultQueryParam) const
 
UE_API bool LineTraceMultiByProfile (TArray< struct FHitResult > &OutHits, const FVector &Start, const FVector &End, FName ProfileName, const FCollisionQueryParams &Params=FCollisionQueryParams::DefaultQueryParam) const
 
UE_API bool SweepTestByChannel (const FVector &Start, const FVector &End, const FQuat &Rot, ECollisionChannel TraceChannel, const FCollisionShape &CollisionShape, const FCollisionQueryParams &Params=FCollisionQueryParams::DefaultQueryParam, const FCollisionResponseParams &ResponseParam=FCollisionResponseParams::DefaultResponseParam) const
 
UE_API bool SweepTestByObjectType (const FVector &Start, const FVector &End, const FQuat &Rot, const FCollisionObjectQueryParams &ObjectQueryParams, const FCollisionShape &CollisionShape, const FCollisionQueryParams &Params=FCollisionQueryParams::DefaultQueryParam) const
 
UE_API bool SweepTestByProfile (const FVector &Start, const FVector &End, const FQuat &Rot, FName ProfileName, const FCollisionShape &CollisionShape, const FCollisionQueryParams &Params) const
 
UE_API bool SweepSingleByChannel (struct FHitResult &OutHit, const FVector &Start, const FVector &End, const FQuat &Rot, ECollisionChannel TraceChannel, const FCollisionShape &CollisionShape, const FCollisionQueryParams &Params=FCollisionQueryParams::DefaultQueryParam, const FCollisionResponseParams &ResponseParam=FCollisionResponseParams::DefaultResponseParam) const
 
UE_API bool SweepSingleByObjectType (struct FHitResult &OutHit, const FVector &Start, const FVector &End, const FQuat &Rot, const FCollisionObjectQueryParams &ObjectQueryParams, const FCollisionShape &CollisionShape, const FCollisionQueryParams &Params=FCollisionQueryParams::DefaultQueryParam) const
 
UE_API bool SweepSingleByProfile (struct FHitResult &OutHit, const FVector &Start, const FVector &End, const FQuat &Rot, FName ProfileName, const FCollisionShape &CollisionShape, const FCollisionQueryParams &Params=FCollisionQueryParams::DefaultQueryParam) const
 
UE_API bool SweepMultiByChannel (TArray< struct FHitResult > &OutHits, const FVector &Start, const FVector &End, const FQuat &Rot, ECollisionChannel TraceChannel, const FCollisionShape &CollisionShape, const FCollisionQueryParams &Params=FCollisionQueryParams::DefaultQueryParam, const FCollisionResponseParams &ResponseParam=FCollisionResponseParams::DefaultResponseParam) const
 
UE_API bool SweepMultiByObjectType (TArray< struct FHitResult > &OutHits, const FVector &Start, const FVector &End, const FQuat &Rot, const FCollisionObjectQueryParams &ObjectQueryParams, const FCollisionShape &CollisionShape, const FCollisionQueryParams &Params=FCollisionQueryParams::DefaultQueryParam) const
 
UE_API bool SweepMultiByProfile (TArray< FHitResult > &OutHits, const FVector &Start, const FVector &End, const FQuat &Rot, FName ProfileName, const FCollisionShape &CollisionShape, const FCollisionQueryParams &Params=FCollisionQueryParams::DefaultQueryParam) const
 
UE_API bool OverlapBlockingTestByChannel (const FVector &Pos, const FQuat &Rot, ECollisionChannel TraceChannel, const FCollisionShape &CollisionShape, const FCollisionQueryParams &Params=FCollisionQueryParams::DefaultQueryParam, const FCollisionResponseParams &ResponseParam=FCollisionResponseParams::DefaultResponseParam) const
 
UE_API bool OverlapAnyTestByChannel (const FVector &Pos, const FQuat &Rot, ECollisionChannel TraceChannel, const FCollisionShape &CollisionShape, const FCollisionQueryParams &Params=FCollisionQueryParams::DefaultQueryParam, const FCollisionResponseParams &ResponseParam=FCollisionResponseParams::DefaultResponseParam) const
 
UE_API bool OverlapAnyTestByObjectType (const FVector &Pos, const FQuat &Rot, const FCollisionObjectQueryParams &ObjectQueryParams, const FCollisionShape &CollisionShape, const FCollisionQueryParams &Params=FCollisionQueryParams::DefaultQueryParam) const
 
UE_API bool OverlapBlockingTestByProfile (const FVector &Pos, const FQuat &Rot, FName ProfileName, const FCollisionShape &CollisionShape, const FCollisionQueryParams &Params=FCollisionQueryParams::DefaultQueryParam) const
 
UE_API bool OverlapAnyTestByProfile (const FVector &Pos, const FQuat &Rot, FName ProfileName, const FCollisionShape &CollisionShape, const FCollisionQueryParams &Params=FCollisionQueryParams::DefaultQueryParam) const
 
UE_API bool OverlapMultiByChannel (TArray< struct FOverlapResult > &OutOverlaps, const FVector &Pos, const FQuat &Rot, ECollisionChannel TraceChannel, const FCollisionShape &CollisionShape, const FCollisionQueryParams &Params=FCollisionQueryParams::DefaultQueryParam, const FCollisionResponseParams &ResponseParam=FCollisionResponseParams::DefaultResponseParam) const
 
UE_API bool OverlapMultiByObjectType (TArray< struct FOverlapResult > &OutOverlaps, const FVector &Pos, const FQuat &Rot, const FCollisionObjectQueryParams &ObjectQueryParams, const FCollisionShape &CollisionShape, const FCollisionQueryParams &Params=FCollisionQueryParams::DefaultQueryParam) const
 
UE_API bool OverlapMultiByProfile (TArray< struct FOverlapResult > &OutOverlaps, const FVector &Pos, const FQuat &Rot, FName ProfileName, const FCollisionShape &CollisionShape, const FCollisionQueryParams &Params=FCollisionQueryParams::DefaultQueryParam) const
 
UE_API bool ComponentSweepMulti (TArray< struct FHitResult > &OutHits, class UPrimitiveComponent *PrimComp, const FVector &Start, const FVector &End, const FQuat &Rot, const FComponentQueryParams &Params) const
 
bool ComponentSweepMulti (TArray< struct FHitResult > &OutHits, class UPrimitiveComponent *PrimComp, const FVector &Start, const FVector &End, const FRotator &Rot, const FComponentQueryParams &Params) const
 
UE_API bool ComponentSweepMultiByChannel (TArray< struct FHitResult > &OutHits, class UPrimitiveComponent *PrimComp, const FVector &Start, const FVector &End, const FQuat &Rot, ECollisionChannel TraceChannel, const FComponentQueryParams &Params) const
 
bool ComponentSweepMultiByChannel (TArray< struct FHitResult > &OutHits, class UPrimitiveComponent *PrimComp, const FVector &Start, const FVector &End, const FRotator &Rot, ECollisionChannel TraceChannel, const FComponentQueryParams &Params) const
 
UE_API bool ComponentOverlapMulti (TArray< struct FOverlapResult > &OutOverlaps, const class UPrimitiveComponent *PrimComp, const FVector &Pos, const FQuat &Rot, const FComponentQueryParams &Params=FComponentQueryParams::DefaultComponentQueryParams, const FCollisionObjectQueryParams &ObjectQueryParams=FCollisionObjectQueryParams::DefaultObjectQueryParam) const
 
bool ComponentOverlapMulti (TArray< struct FOverlapResult > &OutOverlaps, const class UPrimitiveComponent *PrimComp, const FVector &Pos, const FRotator &Rot, const FComponentQueryParams &Params=FComponentQueryParams::DefaultComponentQueryParams, const FCollisionObjectQueryParams &ObjectQueryParams=FCollisionObjectQueryParams::DefaultObjectQueryParam) const
 
UE_API bool ComponentOverlapMultiByChannel (TArray< struct FOverlapResult > &OutOverlaps, const class UPrimitiveComponent *PrimComp, const FVector &Pos, const FQuat &Rot, ECollisionChannel TraceChannel, const FComponentQueryParams &Params=FComponentQueryParams::DefaultComponentQueryParams, const FCollisionObjectQueryParams &ObjectQueryParams=FCollisionObjectQueryParams::DefaultObjectQueryParam) const
 
bool ComponentOverlapMultiByChannel (TArray< struct FOverlapResult > &OutOverlaps, const class UPrimitiveComponent *PrimComp, const FVector &Pos, const FRotator &Rot, ECollisionChannel TraceChannel, const FComponentQueryParams &Params=FComponentQueryParams::DefaultComponentQueryParams, const FCollisionObjectQueryParams &ObjectQueryParams=FCollisionObjectQueryParams::DefaultObjectQueryParam) const
 
UE_API FTraceHandle AsyncLineTraceByChannel (EAsyncTraceType InTraceType, const FVector &Start, const FVector &End, ECollisionChannel TraceChannel, const FCollisionQueryParams &Params=FCollisionQueryParams::DefaultQueryParam, const FCollisionResponseParams &ResponseParam=FCollisionResponseParams::DefaultResponseParam, const FTraceDelegate *InDelegate=nullptr, uint32 UserData=0)
 
UE_API FTraceHandle AsyncLineTraceByObjectType (EAsyncTraceType InTraceType, const FVector &Start, const FVector &End, const FCollisionObjectQueryParams &ObjectQueryParams, const FCollisionQueryParams &Params=FCollisionQueryParams::DefaultQueryParam, const FTraceDelegate *InDelegate=nullptr, uint32 UserData=0)
 
UE_API FTraceHandle AsyncLineTraceByProfile (EAsyncTraceType InTraceType, const FVector &Start, const FVector &End, FName ProfileName, const FCollisionQueryParams &Params=FCollisionQueryParams::DefaultQueryParam, const FTraceDelegate *InDelegate=nullptr, uint32 UserData=0)
 
UE_API FTraceHandle AsyncSweepByChannel (EAsyncTraceType InTraceType, const FVector &Start, const FVector &End, const FQuat &Rot, ECollisionChannel TraceChannel, const FCollisionShape &CollisionShape, const FCollisionQueryParams &Params=FCollisionQueryParams::DefaultQueryParam, const FCollisionResponseParams &ResponseParam=FCollisionResponseParams::DefaultResponseParam, const FTraceDelegate *InDelegate=nullptr, uint32 UserData=0)
 
UE_API FTraceHandle AsyncSweepByObjectType (EAsyncTraceType InTraceType, const FVector &Start, const FVector &End, const FQuat &Rot, const FCollisionObjectQueryParams &ObjectQueryParams, const FCollisionShape &CollisionShape, const FCollisionQueryParams &Params=FCollisionQueryParams::DefaultQueryParam, const FTraceDelegate *InDelegate=nullptr, uint32 UserData=0)
 
UE_API FTraceHandle AsyncSweepByProfile (EAsyncTraceType InTraceType, const FVector &Start, const FVector &End, const FQuat &Rot, FName ProfileName, const FCollisionShape &CollisionShape, const FCollisionQueryParams &Params=FCollisionQueryParams::DefaultQueryParam, const FTraceDelegate *InDelegate=nullptr, uint32 UserData=0)
 
UE_API FTraceHandle AsyncOverlapByChannel (const FVector &Pos, const FQuat &Rot, ECollisionChannel TraceChannel, const FCollisionShape &CollisionShape, const FCollisionQueryParams &Params=FCollisionQueryParams::DefaultQueryParam, const FCollisionResponseParams &ResponseParam=FCollisionResponseParams::DefaultResponseParam, const FOverlapDelegate *InDelegate=nullptr, uint32 UserData=0)
 
UE_API FTraceHandle AsyncOverlapByObjectType (const FVector &Pos, const FQuat &Rot, const FCollisionObjectQueryParams &ObjectQueryParams, const FCollisionShape &CollisionShape, const FCollisionQueryParams &Params=FCollisionQueryParams::DefaultQueryParam, const FOverlapDelegate *InDelegate=nullptr, uint32 UserData=0)
 
UE_API FTraceHandle AsyncOverlapByProfile (const FVector &Pos, const FQuat &Rot, FName ProfileName, const FCollisionShape &CollisionShape, const FCollisionQueryParams &Params=FCollisionQueryParams::DefaultQueryParam, const FOverlapDelegate *InDelegate=nullptr, uint32 UserData=0)
 
UE_API bool QueryTraceData (const FTraceHandle &Handle, FTraceDatum &OutData)
 
UE_API bool QueryOverlapData (const FTraceHandle &Handle, FOverlapDatum &OutData)
 
UE_API bool IsTraceHandleValid (const FTraceHandle &Handle, bool bOverlapTrace)
 
UNavigationSystemBaseGetNavigationSystem ()
 
const UNavigationSystemBaseGetNavigationSystem () const
 
UE_API UAISystemBaseCreateAISystem ()
 
UAISystemBaseGetAISystem ()
 
const UAISystemBaseGetAISystem () const
 
class UAvoidanceManagerGetAvoidanceManager ()
 
const class UAvoidanceManagerGetAvoidanceManager () const
 
UE_API FConstControllerIterator GetControllerIterator () const
 
UE_API int32 GetNumControllers () const
 
UE_API FConstPlayerControllerIterator GetPlayerControllerIterator () const
 
UE_API int32 GetNumPlayerControllers () const
 
template<class T >
T * GetFirstPlayerController () const
 
UE_API APlayerControllerGetFirstPlayerController () const
 
template<class T >
T * GetFirstLocalPlayerFromController () const
 
UE_API ULocalPlayerGetFirstLocalPlayerFromController () const
 
UE_API void RegisterAutoActivateCamera (ACameraActor *CameraActor, int32 PlayerIndex)
 
UE_API FConstCameraActorIterator GetAutoActivateCameraIterator () const
 
UE_API UGameViewportClientGetGameViewport () const
 
UE_API ABrush * GetDefaultBrush () const
 
UE_API bool AreActorsInitialized () const
 
 DECLARE_MULTICAST_DELEGATE_OneParam (FOnWorldInitializedActors, const FActorsInitializedParams &)
 
 DECLARE_MULTICAST_DELEGATE (FOnWorldBeginPlay)
 
 DECLARE_MULTICAST_DELEGATE (FOnMatchStarting)
 
 DECLARE_MULTICAST_DELEGATE (FOnWorldPreBeginPlay)
 
UE_API bool HasBegunPlay () const
 
double GetTimeSeconds () const
 
double GetUnpausedTimeSeconds () const
 
double GetRealTimeSeconds () const
 
double GetAudioTimeSeconds () const
 
float GetDeltaSeconds () const
 
FGameTime GetTime () const
 
double TimeSince (double Time) const
 
UE_API void CreatePhysicsScene (const AWorldSettings *Settings=nullptr)
 
FPhysSceneGetPhysicsScene () const
 
UE_API void SetPhysicsScene (FPhysScene *InScene)
 
APhysicsVolumeGetDefaultPhysicsVolume () const
 
bool HasDefaultPhysicsVolume () const
 
UE_API void AddPhysicsVolume (APhysicsVolume *Volume)
 
UE_API void RemovePhysicsVolume (APhysicsVolume *Volume)
 
FConstPhysicsVolumeIterator GetNonDefaultPhysicsVolumeIterator () const
 
int32 GetNonDefaultPhysicsVolumeCount () const
 
UE_API void SetAllowDeferredPhysicsStateCreation (bool bAllow)
 
UE_API bool GetAllowDeferredPhysicsStateCreation () const
 
UE_API class ALevelScriptActorGetLevelScriptActor (class ULevel *OwnerLevel=NULL) const
 
UE_API AWorldSettingsK2_GetWorldSettings ()
 
UE_API AWorldSettingsGetWorldSettings (bool bCheckStreamingPersistent=false, bool bChecked=true) const
 
UE_API AWorldDataLayersGetWorldDataLayers () const
 
UE_API void SetWorldDataLayers (AWorldDataLayers *NewWorldDataLayers)
 
UE_API FString GetDebugDisplayName () const
 
UE_API UWorldPartitionGetWorldPartition () const
 
UE_API UDataLayerManagerGetDataLayerManager () const
 
bool IsPartitionedWorld () const
 
FWorldPartitionInitializedEventOnWorldPartitionInitialized ()
 
FWorldPartitionUninitializedEventOnWorldPartitionUninitialized ()
 
UE_API UModelGetModel () const
 
UE_API float GetGravityZ () const
 
UE_API float GetDefaultGravityZ () const
 
UE_API const FString GetMapName () const
 
bool RequiresHitProxies () const
 
UE_API void AddController (AController *Controller)
 
UE_API void RemoveController (AController *Controller)
 
UE_API void AddNetworkActor (AActor *Actor)
 
UE_API void RemoveNetworkActor (AActor *Actor) const
 
UE_API FDelegateHandle AddOnActorSpawnedHandler (const FOnActorSpawned::FDelegate &InHandler) const
 
UE_API void RemoveOnActorSpawnedHandler (FDelegateHandle InHandle) const
 
UE_API void OnActorFinishedSpawning (AActor *Actor)
 
UE_API FDelegateHandle AddOnActorPreSpawnInitialization (const FOnActorSpawned::FDelegate &InHandler) const
 
UE_API void RemoveOnActorPreSpawnInitialization (FDelegateHandle InHandle) const
 
UE_API FDelegateHandle AddOnActorDestroyedHandler (const FOnActorDestroyed::FDelegate &InHandler) const
 
UE_API void RemoveOnActorDestroyededHandler (FDelegateHandle InHandle) const
 
UE_API void RemoveOnActorDestroyedHandler (FDelegateHandle InHandle) const
 
UE_API FDelegateHandle AddOnPostRegisterAllActorComponentsHandler (const FOnPostRegisterAllActorComponents::FDelegate &InHandler) const
 
UE_API void RemoveOnPostRegisterAllActorComponentsHandler (FDelegateHandle InHandle) const
 
UE_API void NotifyPostRegisterAllActorComponents (AActor *Actor)
 
UE_API FDelegateHandle AddOnPreUnregisterAllActorComponentsHandler (const FOnPreUnregisterAllActorComponents::FDelegate &InHandler) const
 
UE_API void RemoveOnPreUnregisterAllActorComponentsHandler (FDelegateHandle InHandle) const
 
UE_API void NotifyPreUnregisterAllActorComponents (AActor *Actor)
 
UE_API FDelegateHandle AddOnActorRemovedFromWorldHandler (const FOnActorRemovedFromWorld::FDelegate &InHandler) const
 
UE_API void RemoveOnActorRemovedFromWorldHandler (FDelegateHandle InHandle) const
 
UE_API bool ContainsActor (AActor *Actor) const
 
UE_API bool AllowAudioPlayback () const
 
UE_API FDelegateHandle AddMovieSceneSequenceTickHandler (const FOnMovieSceneSequenceTick::FDelegate &InHandler)
 
UE_API void RemoveMovieSceneSequenceTickHandler (FDelegateHandle InHandle)
 
UE_API bool IsMovieSceneSequenceTickHandlerBound () const
 
virtual UE_API void Serialize (FArchive &Ar) override
 
virtual UE_API void BeginDestroy () override
 
virtual UE_API void FinishDestroy () override
 
virtual UE_API bool IsReadyForFinishDestroy () override
 
virtual UE_API void PostLoad () override
 
virtual UE_API void PreDuplicate (FObjectDuplicationParameters &DupParams) override
 
virtual UE_API void PreSaveRoot (FObjectPreSaveRootContext ObjectSaveContext) override
 
virtual UE_API void PostSaveRoot (FObjectPostSaveRootContext ObjectSaveContext) override
 
virtual UE_API UWorldGetWorld () const override
 
virtual UE_API FPrimaryAssetId GetPrimaryAssetId () const override
 
virtual UE_API bool ResolveSubobject (const TCHAR *SubObjectPath, UObject *&OutObject, bool bLoadIfExists) override
 
virtual UE_API void PostDuplicate (bool bDuplicateForPIE) override
 
UE_API void ClearWorldComponents ()
 
UE_API void UpdateWorldComponents (bool bRerunConstructionScripts, bool bCurrentLevelOnly, FRegisterComponentContext *Context=nullptr)
 
UE_API bool UpdateCullDistanceVolumes (AActor *ActorToUpdate=nullptr, UPrimitiveComponent *ComponentToUpdate=nullptr)
 
UE_API void CleanupWorld (bool bSessionEnded=true, bool bCleanupResources=true, UWorld *NewWorld=nullptr)
 
UE_API void InvalidateModelGeometry (ULevel *InLevel)
 
UE_API void InvalidateModelSurface (bool bCurrentLevelOnly)
 
UE_API void CommitModelSurfaces ()
 
UE_API void InvalidateAllSkyCaptures ()
 
UE_API void UpdateAllSkyCaptures ()
 
UE_API ULevelGetActiveLightingScenario () const
 
UE_API void PropagateLightingScenarioChange ()
 
UE_API void AddToWorld (ULevel *Level, const FTransform &LevelTransform=FTransform::Identity, bool bConsiderTimeLimit=false, const TOptional< const UE::FTimeout > &ExternalTimeout=TOptional< const UE::FTimeout >(), FNetLevelVisibilityTransactionId TransactionId=FNetLevelVisibilityTransactionId(), ULevelStreaming *OwningLevelStreaming=nullptr)
 
void AddToWorld (ULevel *Level, const FTransform &LevelTransform, bool bConsiderTimeLimit, FNetLevelVisibilityTransactionId TransactionId, ULevelStreaming *OwningLevelStreaming=nullptr)
 
UE_API void RemoveFromWorld (ULevel *Level, bool bAllowIncrementalRemoval=false, const TOptional< const UE::FTimeout > &ExternalTimeout=TOptional< const UE::FTimeout >(), FNetLevelVisibilityTransactionId TransactionId=FNetLevelVisibilityTransactionId(), ULevelStreaming *OwningLevelStreaming=nullptr)
 
void RemoveFromWorld (ULevel *Level, bool bAllowIncrementalRemoval, FNetLevelVisibilityTransactionId TransactionId, ULevelStreaming *OwningLevelStreaming=nullptr)
 
UE_API void UpdateLevelStreaming (const TOptional< const UE::FTimeout > &ExternalTimeout=TOptional< const UE::FTimeout >())
 
UE_API void ReleasePhysicsScene ()
 
UE_API void FlushLevelStreaming (EFlushLevelStreamingType FlushType=EFlushLevelStreamingType::Full)
 
UE_API void TriggerStreamingDataRebuild ()
 
UE_API void ConditionallyBuildStreamingData ()
 
UE_API bool IsVisibilityRequestPending () const
 
UE_API bool AreAlwaysLoadedLevelsLoaded () const
 
UE_API void AsyncLoadAlwaysLoadedLevelsForSeamlessTravel ()
 
UE_API bool AllowLevelLoadRequests () const
 
UE_API void SetupParameterCollectionInstances ()
 
UE_API void AddParameterCollectionInstance (class UMaterialParameterCollection *Collection, bool bUpdateScene)
 
UE_API UMaterialParameterCollectionInstanceGetParameterCollectionInstance (const UMaterialParameterCollection *Collection) const
 
UE_API void UpdateParameterCollectionInstances (bool bUpdateInstanceUniformBuffers, bool bRecreateUniformBuffer)
 
UE_API void OnPostGC ()
 
UE_API UCanvasGetCanvasForRenderingToTarget ()
 
UE_API UCanvasGetCanvasForDrawMaterialToRenderTarget ()
 
UE_API void InitWorld (const FWorldInitializationValues IVS=FWorldInitializationValues())
 
bool IsInitialized () const
 
UE_API void InitializeNewWorld (const InitializationValues IVS=InitializationValues(), bool bInSkipInitWorld=false)
 
UE_API void DestroyWorld (bool bInformEngineOfWorld, UWorld *NewWorld=nullptr)
 
bool IsBeingCleanedUp () const
 
bool IsCleanedUp () const
 
UE_API void MarkObjectsPendingKill ()
 
UE_API void CleanupActors ()
 
UE_API TMulticastDelegateRegistration< void(float)> & OnTickDispatch ()
 
UE_API TMulticastDelegateRegistration< void()> & OnPostTickDispatch ()
 
UE_API TMulticastDelegateRegistration< void(float)> & OnPreTickFlush ()
 
UE_API TMulticastDelegateRegistration< void(float)> & OnTickFlush ()
 
UE_API TMulticastDelegateRegistration< void()> & OnPostTickFlush ()
 
UE_API void Tick (ELevelTick TickType, float DeltaSeconds)
 
UE_API void SetupPhysicsTickFunctions (float DeltaSeconds)
 
UE_API void RunTickGroup (ETickingGroup Group, bool bBlockTillComplete)
 
UE_API void MarkActorComponentForNeededEndOfFrameUpdate (UActorComponent *Component, bool bForceGameThread)
 
UE_API void ClearActorComponentEndOfFrameUpdate (UActorComponent *Component)
 
UE_API void SetMaterialParameterCollectionInstanceNeedsUpdate ()
 
UE_API bool HasEndOfFrameUpdates () const
 
UE_API void SendAllEndOfFrameUpdates ()
 
UE_API void StartAsyncSendAllEndOfFrameUpdates ()
 
UE_API void FinishAsyncSendAllEndOfFrameUpdates ()
 
UE_API void FlushDeferredParameterCollectionInstanceUpdates ()
 
UE_API void TickNetClient (float DeltaSeconds)
 
UE_API void ProcessLevelStreamingVolumes (FVector *OverrideViewLocation=NULL)
 
UE_API void BlockTillLevelStreamingCompleted ()
 
UE_API void ModifyLevel (ULevel *Level) const
 
UE_API void EnsureCollisionTreeIsBuilt ()
 
FAddLevelToWorldExtensionEventOnAddLevelToWorldExtension ()
 
FRemoveLevelFromWorldExtensionEventOnRemoveLevelFromWorldExtension ()
 
UE_API FConstLevelIterator GetLevelIterator () const
 
UE_API ULevelGetLevel (int32 InLevelIndex) const
 
UE_API bool ContainsLevel (ULevel *InLevel) const
 
UE_API int32 GetNumLevels () const
 
UE_API const TArray< class ULevel * > & GetLevels () const
 
UE_API bool AddLevel (ULevel *InLevel)
 
UE_API bool RemoveLevel (ULevel *InLevel)
 
UE_API FLevelCollectionFindOrAddCollectionForLevelStreaming (const ULevelStreaming *Level)
 
UE_API FLevelCollectionFindOrAddCollectionByType (const ELevelCollectionType InType)
 
UE_API int32 FindOrAddCollectionByType_Index (const ELevelCollectionType InType)
 
UE_API FLevelCollectionFindCollectionByType (const ELevelCollectionType InType)
 
UE_API const FLevelCollectionFindCollectionByType (const ELevelCollectionType InType) const
 
UE_API int32 FindCollectionIndexByType (const ELevelCollectionType InType) const
 
UE_API const FLevelCollectionGetActiveLevelCollection () const
 
int32 GetActiveLevelCollectionIndex () const
 
UE_API void SetActiveLevelCollection (int32 LevelCollectionIndex)
 
const TArray< FLevelCollection > & GetLevelCollections () const
 
UE_API void DuplicateRequestedLevels (const FName MapName)
 
UE_API bool Exec (UWorld *InWorld, const TCHAR *Cmd, FOutputDevice &Ar=*GLog)
 
UE_API void DestroyDemoNetDriver ()
 
UE_API void ClearDemoNetDriver ()
 
UE_API void ClearNetDriver (UNetDriver *Driver)
 
UE_API bool IsPlayingReplay () const
 
UE_API bool IsRecordingReplay () const
 
UE_API bool Listen (FURL &InURL)
 
UE_API bool IsPaused () const
 
UE_API bool IsCameraMoveable () const
 
UE_API bool EditorDestroyActor (AActor *Actor, bool bShouldModifyLevel)
 
UE_API bool DestroyActor (AActor *Actor, bool bNetForce=false, bool bShouldModifyLevel=true)
 
UE_API void RemoveActor (AActor *Actor, bool bShouldModifyLevel) const
 
UE_API AActorSpawnActor (UClass *InClass, FVector const *Location=NULL, FRotator const *Rotation=NULL, const FActorSpawnParameters &SpawnParameters=FActorSpawnParameters())
 
UE_API AActorSpawnActor (UClass *Class, FTransform const *Transform, const FActorSpawnParameters &SpawnParameters=FActorSpawnParameters())
 
UE_API AActorSpawnActorAbsolute (UClass *Class, FTransform const &AbsoluteTransform, const FActorSpawnParameters &SpawnParameters=FActorSpawnParameters())
 
template<class T >
T * SpawnActor (const FActorSpawnParameters &SpawnParameters=FActorSpawnParameters())
 
template<class T >
T * SpawnActor (FVector const &Location, FRotator const &Rotation, const FActorSpawnParameters &SpawnParameters=FActorSpawnParameters())
 
template<class T >
T * SpawnActor (UClass *Class, const FActorSpawnParameters &SpawnParameters=FActorSpawnParameters())
 
template<class T >
T * SpawnActor (UClass *Class, FVector const &Location, FRotator const &Rotation, const FActorSpawnParameters &SpawnParameters=FActorSpawnParameters())
 
template<class T >
T * SpawnActor (UClass *Class, FTransform const &Transform, const FActorSpawnParameters &SpawnParameters=FActorSpawnParameters())
 
template<class T >
T * SpawnActorAbsolute (FVector const &AbsoluteLocation, FRotator const &AbsoluteRotation, const FActorSpawnParameters &SpawnParameters=FActorSpawnParameters())
 
template<class T >
T * SpawnActorAbsolute (UClass *Class, FTransform const &Transform, const FActorSpawnParameters &SpawnParameters=FActorSpawnParameters())
 
template<class T >
T * SpawnActorDeferred (UClass *Class, FTransform const &Transform, AActor *Owner=nullptr, APawn *Instigator=nullptr, ESpawnActorCollisionHandlingMethod CollisionHandlingOverride=ESpawnActorCollisionHandlingMethod::Undefined, ESpawnActorScaleMethod TransformScaleMethod=ESpawnActorScaleMethod::MultiplyWithRoot)
 
template<class T >
T * GetAuthGameMode () const
 
AGameModeBase * GetAuthGameMode () const
 
template<class T >
T * GetGameState () const
 
template<class T >
T * GetGameStateChecked () const
 
AGameStateBaseGetGameState () const
 
UE_API void SetGameState (AGameStateBase *NewGameState)
 
UE_API void CopyGameState (AGameModeBase *FromGameMode, AGameStateBase *FromGameState)
 
 DECLARE_EVENT_OneParam (UWorld, FOnGameStateSetEvent, AGameStateBase *)
 
UE_API ABrush * SpawnBrush ()
 
UE_API APlayerControllerSpawnPlayActor (class UPlayer *Player, ENetRole RemoteRole, const FURL &InURL, const FUniqueNetIdRepl &UniqueId, FString &Error, uint8 InNetPlayerIndex=0, int32 InLocalPlayerIdentifier=0)
 
UE_API bool FindTeleportSpot (const AActor *TestActor, FVector &PlaceLocation, FRotator PlaceRotation)
 
UE_API bool EncroachingBlockingGeometry (const AActor *TestActor, FVector TestLocation, FRotator TestRotation, FVector *ProposedAdjustment=NULL)
 
UE_API void StartPhysicsSim ()
 
UE_API void FinishPhysicsSim ()
 
UE_API bool SetGameMode (const FURL &InURL)
 
UE_API void InitializeActorsForPlay (const FURL &InURL, bool bResetTime=true, FRegisterComponentContext *Context=nullptr)
 
UE_API void BeginTearingDown ()
 
UE_API void BeginPlay ()
 
UE_API bool EndPlay (EEndPlayReason::Type EndPlayReason)
 
UE_API bool DestroySwappedPC (UNetConnection *Connection)
 
virtual UE_API EAcceptConnection::Type NotifyAcceptingConnection () override
 
virtual UE_API void NotifyAcceptedConnection (class UNetConnection *Connection) override
 
virtual UE_API bool NotifyAcceptingChannel (class UChannel *Channel) override
 
virtual UE_API void NotifyControlMessage (UNetConnection *Connection, uint8 MessageType, class FInBunch &Bunch) override
 
UE_API bool PreLoginCheckError (UNetConnection *Connection, const FString &ErrorMsg)
 
UE_API void PreLoginComplete (const FString &ErrorMsg, TWeakObjectPtr< UNetConnection > WeakConnection)
 
UE_API void PreLoginCompleteSplit (const FString &ErrorMsg, TWeakObjectPtr< UNetConnection > WeakConnection, FUniqueNetIdRepl SplitRequestUniqueIdRepl, FString SplitRequestURL)
 
UE_API void WelcomePlayer (UNetConnection *Connection)
 
UNetDriverGetNetDriver () const
 
ENetMode GetNetMode () const
 
bool IsNetMode (ENetMode Mode) const
 
void SetNetDriver (UNetDriver *NewDriver)
 
UE_API bool IsRecordingClientReplay () const
 
UE_API bool IsPlayingClientReplay () const
 
void DelayStreamingVolumeUpdates (int32 InFrameDelay)
 
UE_API void TransferBlueprintDebugReferences (UWorld *NewWorld)
 
UE_API void NotifyOfBlueprintDebuggingAssociation (class UBlueprint *Blueprint, UObject *DebugObject)
 
UE_API void BroadcastLevelsChanged ()
 
FOnLevelsChangedEventOnLevelsChanged ()
 
FOnAllLevelsChangedEventOnAllLevelsChanged ()
 
UE_API int32 GetProgressDenominator () const
 
UE_API int32 GetActorCount () const
 
UE_API class AAudioVolumeGetAudioSettings (const FVector &ViewLocation, struct FReverbSettings *OutReverbSettings, struct FInteriorSettings *OutInteriorSettings) const
 
UE_API void SetAudioDevice (const FAudioDeviceHandle &InHandle)
 
UE_API FAudioDeviceHandle GetAudioDevice () const
 
UE_API class FAudioDeviceGetAudioDeviceRaw () const
 
UE_API FString GetLocalURL () const
 
UE_API bool IsPlayInEditor () const
 
UE_API bool IsPlayInPreview () const
 
UE_API bool IsPlayInMobilePreview () const
 
bool IsPlayInVulkanPreview () const
 
UE_API bool IsGameWorld () const
 
UE_API bool IsEditorWorld () const
 
UE_API bool IsPreviewWorld () const
 
UE_API bool UsesGameHiddenFlags () const
 
UE_API FString GetAddressURL () const
 
UE_API void LoadSecondaryLevels (bool bForce=false, TSet< FName > *PackageNamesToSkip=nullptr)
 
UE_API ULevelStreamingGetLevelStreamingForPackageName (FName PackageName)
 
UE_API bool ServerTravel (const FString &InURL, bool bAbsolute=false, bool bShouldSkipGameNotify=false)
 
UE_API void SeamlessTravel (const FString &InURL, bool bAbsolute=false)
 
UE_API bool IsInSeamlessTravel () const
 
UE_API void SetSeamlessTravelMidpointPause (bool bNowPaused)
 
UE_API int32 GetDetailMode () const
 
UE_API void PrepareMapChange (const TArray< FName > &LevelNames)
 
UE_API bool IsPreparingMapChange () const
 
UE_API bool IsMapChangeReady () const
 
UE_API void CancelPendingMapChange ()
 
UE_API void CommitMapChange ()
 
UE_API void SetMapNeedsLightingFullyRebuilt (int32 InNumLightingUnbuiltObjects, int32 InNumUnbuiltReflectionCaptures)
 
UE_API FTimerManagerGetTimerManager () const
 
UE_API FLatentActionManager & GetLatentActionManager ()
 
UWorldSubsystemGetSubsystemBase (TSubclassOf< UWorldSubsystem > SubsystemClass) const
 
template<typename TSubsystemClass >
TSubsystemClassGetSubsystem () const
 
template<typename TSubsystemClass >
TNotNull< TSubsystemClass * > GetSubsystemChecked () const
 
template<typename TSubsystemClass >
bool HasSubsystem () const
 
template<typename TSubsystemClass >
TArray< TSubsystemClass * > GetSubsystemArrayCopy () const
 
template<typename TSubsystemClass >
void ForEachSubsystem (TFunctionRef< void(TSubsystemClass *)> Operation) const
 
void SetGameInstance (UGameInstance *NewGI)
 
UGameInstanceGetGameInstance () const
 
template<class T >
T * GetGameInstance () const
 
template<class T >
T * GetGameInstanceChecked () const
 
UE_API bool IsNavigationRebuilt () const
 
UE_API void RequestNewWorldOrigin (FIntVector InNewOriginLocation)
 
UE_API bool SetNewWorldOrigin (FIntVector InNewOriginLocation)
 
UE_API void NavigateTo (FIntVector InLocation)
 
UE_API void UpdateConstraintActors ()
 
UE_API void GetLightMapsAndShadowMaps (ULevel *Level, TArray< UTexture2D * > &OutLightMapsAndShadowMaps, bool bForceLazyLoad=true)
 
UE_API void RenameToPIEWorld (int32 PIEInstanceID)
 
UE_API bool RemapCompiledScriptActor (FString &Str) const
 
UE_API bool IsInstanced () const
 
UE_API bool GetSoftObjectPathMapping (FString &OutSourceWorldPath, FString &OutRemappedWorldPath) const
 
FWorldPSCPoolGetPSCPool ()
 
- Public Member Functions inherited from UObject
COREUOBJECT_API UObject ()
 
COREUOBJECT_API UObject (const FObjectInitializer &ObjectInitializer)
 
COREUOBJECT_API UObject (EStaticConstructor, EObjectFlags InFlags)
 
COREUOBJECT_API UObject (FVTableHelper &Helper)
 
COREUOBJECT_API UObjectCreateDefaultSubobject (FName SubobjectFName, UClass *ReturnType, UClass *ClassToCreateByDefault, bool bIsRequired, bool bIsTransient)
 
template<class TReturnType >
TReturnTypeCreateEditorOnlyDefaultSubobject (FName SubobjectName, bool bTransient=false)
 
template<class TReturnType >
TReturnTypeCreateDefaultSubobject (FName SubobjectName, bool bTransient=false)
 
template<class TReturnType , class TClassToConstructByDefault >
TReturnTypeCreateDefaultSubobject (FName SubobjectName, bool bTransient=false)
 
template<class TReturnType >
TReturnTypeCreateOptionalDefaultSubobject (FName SubobjectName, bool bTransient=false)
 
template<class TReturnType , class TClassToConstructByDefault >
TReturnTypeCreateOptionalDefaultSubobject (FName SubobjectName, bool bTransient=false)
 
COREUOBJECT_API void GetDefaultSubobjects (TArray< UObject * > &OutDefaultSubobjects)
 
COREUOBJECT_API UObjectGetDefaultSubobjectByName (FName ToFind)
 
virtual COREUOBJECT_API void PostInitProperties ()
 
virtual COREUOBJECT_API void PostReinitProperties ()
 
virtual void PostCDOContruct ()
 
virtual COREUOBJECT_API void PreSave (FObjectPreSaveContext SaveContext)
 
virtual COREUOBJECT_API void CollectSaveOverrides (FObjectCollectSaveOverridesContext SaveContext)
 
UE_FORCEINLINE_HINT bool Modify (bool bAlwaysMarkDirty=true)
 
UE_FORCEINLINE_HINT bool IsCapturingAsRootObjectForTransaction () const
 
virtual bool IsReadyForAsyncPostLoad () const
 
virtual COREUOBJECT_API void PostLoadSubobjects (FObjectInstancingGraph *OuterInstanceGraph)
 
virtual COREUOBJECT_API void Serialize (FStructuredArchive::FRecord Record)
 
virtual void ShutdownAfterError ()
 
virtual void PostInterpChange (FProperty *PropertyThatChanged)
 
virtual COREUOBJECT_API void PostRename (UObject *OldOuter, const FName OldName)
 
virtual void PostDuplicate (EDuplicateMode::Type DuplicateMode)
 
virtual COREUOBJECT_API bool NeedsLoadForClient () const
 
virtual COREUOBJECT_API bool NeedsLoadForServer () const
 
virtual COREUOBJECT_API bool NeedsLoadForTargetPlatform (const class ITargetPlatform *TargetPlatform) const
 
virtual bool NeedsLoadForEditorGame () const
 
virtual bool IsEditorOnly () const
 
virtual bool HasNonEditorOnlyReferences () const
 
virtual bool IsPostLoadThreadSafe () const
 
virtual COREUOBJECT_API bool IsDestructionThreadSafe () const
 
virtual COREUOBJECT_API void GetPreloadDependencies (TArray< UObject * > &OutDeps)
 
virtual void GetPrestreamPackages (TArray< UObject * > &OutPrestream)
 
virtual void ExportCustomProperties (FOutputDevice &Out, uint32 Indent)
 
virtual void ImportCustomProperties (const TCHAR *SourceText, FFeedbackContext *Warn)
 
virtual void PostEditImport ()
 
virtual void PostReloadConfig (class FProperty *PropertyThatWasLoaded)
 
virtual COREUOBJECT_API bool Rename (const TCHAR *NewName=nullptr, UObject *NewOuter=nullptr, ERenameFlags Flags=REN_None)
 
virtual FString GetDesc ()
 
COREUOBJECT_API UScriptStructGetSparseClassDataStruct () const
 
virtual bool GetNativePropertyValues (TMap< FString, FString > &out_PropertyValues, uint32 ExportFlags=0) const
 
virtual COREUOBJECT_API void GetResourceSizeEx (FResourceSizeEx &CumulativeResourceSize)
 
SIZE_T GetResourceSizeBytes (EResourceSizeMode::Type Mode)
 
virtual FName GetExporterName (void)
 
COREUOBJECT_API void CallAddReferencedObjects (FReferenceCollector &Collector)
 
virtual FRestoreForUObjectOverwriteGetRestoreForUObjectOverwrite ()
 
virtual bool AreNativePropertiesIdenticalTo (UObject *Other) const
 
virtual COREUOBJECT_API void GetAssetRegistryTags (FAssetRegistryTagsContext Context) const
 
virtual COREUOBJECT_API void GetAssetRegistryTags (TArray< FAssetRegistryTag > &OutTags) const
 
COREUOBJECT_API void GetAssetRegistryTags (FAssetData &Out) const
 
COREUOBJECT_API void GetAssetRegistryTags (FAssetRegistryTagsContext Context, FAssetData &Out) const
 
virtual COREUOBJECT_API bool IsAsset () const
 
virtual COREUOBJECT_API bool IsLocalizedResource () const
 
virtual COREUOBJECT_API bool IsSafeForRootSet () const
 
virtual COREUOBJECT_API void TagSubobjects (EObjectFlags NewFlags)
 
virtual COREUOBJECT_API void GetLifetimeReplicatedProps (TArray< class FLifetimeProperty > &OutLifetimeProps) const
 
virtual COREUOBJECT_API void GetReplicatedCustomConditionState (FCustomPropertyConditionState &OutActiveState) const
 
virtual COREUOBJECT_API void RegisterReplicationFragments (UE::Net::FFragmentRegistrationContext &Context, UE::Net::EFragmentRegistrationFlags RegistrationFlags)
 
virtual COREUOBJECT_API bool IsNameStableForNetworking () const
 
virtual COREUOBJECT_API bool IsFullNameStableForNetworking () const
 
virtual COREUOBJECT_API bool IsSupportedForNetworking () const
 
virtual void GetSubobjectsWithStableNamesForNetworking (TArray< UObject * > &ObjList)
 
virtual COREUOBJECT_API void PreNetReceive ()
 
virtual COREUOBJECT_API void PostNetReceive ()
 
virtual void PostRepNotifies ()
 
virtual COREUOBJECT_API void PreDestroyFromReplication ()
 
COREUOBJECT_API bool IsSelected () const
 
COREUOBJECT_API void SerializeScriptProperties (FArchive &Ar) const
 
COREUOBJECT_API void SerializeScriptProperties (FStructuredArchive::FSlot Slot) const
 
COREUOBJECT_API void ReinitializeProperties (UObject *SourceObject=NULL, struct FObjectInstancingGraph *InstanceGraph=NULL)
 
COREUOBJECT_API FString GetDetailedInfo () const
 
COREUOBJECT_API bool ConditionalBeginDestroy ()
 
COREUOBJECT_API bool ConditionalFinishDestroy ()
 
COREUOBJECT_API void ConditionalPostLoad ()
 
COREUOBJECT_API void ConditionalPreload ()
 
COREUOBJECT_API void ConditionalPostLoadSubobjects (struct FObjectInstancingGraph *OuterInstanceGraph=NULL)
 
bool IsBasedOnArchetype (const UObject *const SomeObject) const
 
COREUOBJECT_API UFunctionFindFunction (FName InName) const
 
COREUOBJECT_API UFunctionFindFunctionChecked (FName InName) const
 
virtual COREUOBJECT_API void BuildSubobjectMapping (UObject *OtherObject, TMap< UObject *, UObject * > &ObjectMapping) const
 
COREUOBJECT_API void CollectDefaultSubobjects (TArray< UObject * > &OutDefaultSubobjects, bool bIncludeNestedSubobjects=false) const
 
COREUOBJECT_API bool CheckDefaultSubobjects (bool bForceCheck=false) const
 
COREUOBJECT_API void SaveConfig (uint64 RequiredPropertyFlags=CPF_Config, const TCHAR *Filename=nullptr, FConfigCacheIni *Config=GConfig, bool bAllowCopyToDefaultObject=true)
 
COREUOBJECT_API void SaveConfig (const FSaveConfigContext &Context)
 
COREUOBJECT_API void UpdateDefaultConfigFile (const FString &SpecificFileLocation="")
 
COREUOBJECT_API bool TryUpdateDefaultConfigFile (const FString &SpecificFileLocation="", bool bWarnIfFail=true)
 
COREUOBJECT_API void UpdateGlobalUserConfigFile ()
 
COREUOBJECT_API void UpdateProjectUserConfigFile ()
 
COREUOBJECT_API void UpdateSinglePropertyInConfigFile (const FProperty *InProperty, const FString &InConfigIniName)
 
COREUOBJECT_API FString GetDefaultConfigFilename () const
 
COREUOBJECT_API FString GetGlobalUserConfigFilename () const
 
COREUOBJECT_API FString GetProjectUserConfigFilename () const
 
virtual const TCHARGetConfigOverridePlatform () const
 
virtual void OverrideConfigSection (FString &SectionName)
 
virtual void OverridePerObjectConfigSection (FString &SectionName)
 
COREUOBJECT_API void LoadConfig (UClass *ConfigClass=nullptr, const TCHAR *Filename=nullptr, uint32 PropagationFlags=UE::LCPF_None, class FProperty *PropertyToLoad=nullptr, TArray< UE::ConfigAccessTracking::FConfigAccessData > *OutAccessedKeys=nullptr)
 
COREUOBJECT_API void ReloadConfig (UClass *ConfigClass=NULL, const TCHAR *Filename=NULL, uint32 PropagationFlags=UE::LCPF_None, class FProperty *PropertyToLoad=NULL)
 
COREUOBJECT_API void ParseParms (const TCHAR *Parms)
 
COREUOBJECT_API void OutputReferencers (FOutputDevice &Ar, FReferencerInformationList *Referencers=NULL)
 
COREUOBJECT_API void RetrieveReferencers (TArray< FReferencerInformation > *OutInternalReferencers, TArray< FReferencerInformation > *OutExternalReferencers)
 
COREUOBJECT_API void SetLinker (FLinkerLoad *LinkerLoad, int32 LinkerIndex, bool bShouldDetachExisting=true, bool bSilenceLogs=false)
 
COREUOBJECT_API UObjectGetArchetype () const
 
COREUOBJECT_API void GetArchetypeInstances (TArray< UObject * > &Instances)
 
COREUOBJECT_API void InstanceSubobjectTemplates (struct FObjectInstancingGraph *InstanceGraph=NULL)
 
template<class T >
bool Implements () const
 
virtual COREUOBJECT_API void ProcessEvent (UFunction *Function, void *Parms)
 
virtual int32 GetFunctionCallspace (UFunction *Function, FFrame *Stack)
 
virtual bool CallRemoteFunction (UFunction *Function, void *Parms, struct FOutParmRec *OutParms, FFrame *Stack)
 
COREUOBJECT_API bool CallFunctionByNameWithArguments (const TCHAR *Cmd, FOutputDevice &Ar, UObject *Executor, bool bForceCallWithNonExec=false)
 
COREUOBJECT_API void CallFunction (FFrame &Stack, RESULT_DECL, UFunction *Function)
 
 DECLARE_FUNCTION (ProcessInternal)
 
virtual bool ProcessConsoleExec (const TCHAR *Cmd, FOutputDevice &Ar, UObject *Executor)
 
COREUOBJECT_API void SkipFunction (FFrame &Stack, RESULT_DECL, UFunction *Function)
 
virtual UClassRegenerateClass (UClass *ClassToRegenerate, UObject *PreviousCDO)
 
COREUOBJECT_API bool IsInBlueprint () const
 
COREUOBJECT_API void DestroyNonNativeProperties ()
 
virtual void MarkAsEditorOnlySubobject ()
 
COREUOBJECT_API void AbortInsideMemberFunction () const
 
 DECLARE_FUNCTION (execUndefined)
 
 DECLARE_FUNCTION (execLocalVariable)
 
 DECLARE_FUNCTION (execInstanceVariable)
 
 DECLARE_FUNCTION (execDefaultVariable)
 
 DECLARE_FUNCTION (execLocalOutVariable)
 
 DECLARE_FUNCTION (execInterfaceVariable)
 
 DECLARE_FUNCTION (execClassSparseDataVariable)
 
 DECLARE_FUNCTION (execInterfaceContext)
 
 DECLARE_FUNCTION (execArrayElement)
 
 DECLARE_FUNCTION (execBoolVariable)
 
 DECLARE_FUNCTION (execClassDefaultVariable)
 
 DECLARE_FUNCTION (execEndFunctionParms)
 
 DECLARE_FUNCTION (execNothing)
 
 DECLARE_FUNCTION (execNothingInt32)
 
 DECLARE_FUNCTION (execNothingOp4a)
 
 DECLARE_FUNCTION (execBreakpoint)
 
 DECLARE_FUNCTION (execTracepoint)
 
 DECLARE_FUNCTION (execWireTracepoint)
 
 DECLARE_FUNCTION (execInstrumentation)
 
 DECLARE_FUNCTION (execEndOfScript)
 
 DECLARE_FUNCTION (execReturnNothing)
 
 DECLARE_FUNCTION (execEmptyParmValue)
 
 DECLARE_FUNCTION (execJump)
 
 DECLARE_FUNCTION (execJumpIfNot)
 
 DECLARE_FUNCTION (execAssert)
 
 DECLARE_FUNCTION (execPushExecutionFlow)
 
 DECLARE_FUNCTION (execPopExecutionFlow)
 
 DECLARE_FUNCTION (execComputedJump)
 
 DECLARE_FUNCTION (execPopExecutionFlowIfNot)
 
 DECLARE_FUNCTION (execLet)
 
 DECLARE_FUNCTION (execLetObj)
 
 DECLARE_FUNCTION (execLetWeakObjPtr)
 
 DECLARE_FUNCTION (execLetBool)
 
 DECLARE_FUNCTION (execLetDelegate)
 
 DECLARE_FUNCTION (execLetMulticastDelegate)
 
 DECLARE_FUNCTION (execAddMulticastDelegate)
 
 DECLARE_FUNCTION (execClearMulticastDelegate)
 
 DECLARE_FUNCTION (execEatReturnValue)
 
 DECLARE_FUNCTION (execRemoveMulticastDelegate)
 
 DECLARE_FUNCTION (execSelf)
 
 DECLARE_FUNCTION (execContext)
 
 DECLARE_FUNCTION (execContext_FailSilent)
 
 DECLARE_FUNCTION (execStructMemberContext)
 
 DECLARE_FUNCTION (execVirtualFunction)
 
 DECLARE_FUNCTION (execFinalFunction)
 
 DECLARE_FUNCTION (execLocalVirtualFunction)
 
 DECLARE_FUNCTION (execLocalFinalFunction)
 
 DECLARE_FUNCTION (execStructCmpEq)
 
 DECLARE_FUNCTION (execStructCmpNe)
 
 DECLARE_FUNCTION (execStructMember)
 
 DECLARE_FUNCTION (execEqualEqual_DelegateDelegate)
 
 DECLARE_FUNCTION (execNotEqual_DelegateDelegate)
 
 DECLARE_FUNCTION (execEqualEqual_DelegateFunction)
 
 DECLARE_FUNCTION (execNotEqual_DelegateFunction)
 
 DECLARE_FUNCTION (execIntConst)
 
 DECLARE_FUNCTION (execInt64Const)
 
 DECLARE_FUNCTION (execUInt64Const)
 
 DECLARE_FUNCTION (execSkipOffsetConst)
 
 DECLARE_FUNCTION (execFloatConst)
 
 DECLARE_FUNCTION (execDoubleConst)
 
 DECLARE_FUNCTION (execStringConst)
 
 DECLARE_FUNCTION (execUnicodeStringConst)
 
 DECLARE_FUNCTION (execTextConst)
 
 DECLARE_FUNCTION (execPropertyConst)
 
 DECLARE_FUNCTION (execObjectConst)
 
 DECLARE_FUNCTION (execSoftObjectConst)
 
 DECLARE_FUNCTION (execFieldPathConst)
 
 DECLARE_FUNCTION (execInstanceDelegate)
 
 DECLARE_FUNCTION (execNameConst)
 
 DECLARE_FUNCTION (execByteConst)
 
 DECLARE_FUNCTION (execIntZero)
 
 DECLARE_FUNCTION (execIntOne)
 
 DECLARE_FUNCTION (execTrue)
 
 DECLARE_FUNCTION (execFalse)
 
 DECLARE_FUNCTION (execNoObject)
 
 DECLARE_FUNCTION (execNullInterface)
 
 DECLARE_FUNCTION (execIntConstByte)
 
 DECLARE_FUNCTION (execRotationConst)
 
 DECLARE_FUNCTION (execVectorConst)
 
 DECLARE_FUNCTION (execVector3fConst)
 
 DECLARE_FUNCTION (execTransformConst)
 
 DECLARE_FUNCTION (execStructConst)
 
 DECLARE_FUNCTION (execSetArray)
 
 DECLARE_FUNCTION (execSetSet)
 
 DECLARE_FUNCTION (execSetMap)
 
 DECLARE_FUNCTION (execArrayConst)
 
 DECLARE_FUNCTION (execSetConst)
 
 DECLARE_FUNCTION (execMapConst)
 
 DECLARE_FUNCTION (execBitFieldConst)
 
 DECLARE_FUNCTION (execNew)
 
 DECLARE_FUNCTION (execClassContext)
 
 DECLARE_FUNCTION (execNativeParm)
 
 DECLARE_FUNCTION (execCast)
 
 DECLARE_FUNCTION (execDynamicCast)
 
 DECLARE_FUNCTION (execMetaCast)
 
 DECLARE_FUNCTION (execInterfaceCast)
 
 DECLARE_FUNCTION (execDoubleToFloatCast)
 
 DECLARE_FUNCTION (execFloatToDoubleCast)
 
 DECLARE_FUNCTION (execObjectToBool)
 
 DECLARE_FUNCTION (execInterfaceToBool)
 
 DECLARE_FUNCTION (execObjectToInterface)
 
 DECLARE_FUNCTION (execInterfaceToInterface)
 
 DECLARE_FUNCTION (execInterfaceToObject)
 
 DECLARE_FUNCTION (execGetDynArrayElement)
 
 DECLARE_FUNCTION (execSetDynArrayElement)
 
 DECLARE_FUNCTION (execGetDynArrayLength)
 
 DECLARE_FUNCTION (execSetDynArrayLength)
 
 DECLARE_FUNCTION (execDynArrayInsert)
 
 DECLARE_FUNCTION (execDynArrayRemove)
 
 DECLARE_FUNCTION (execDynArrayFind)
 
 DECLARE_FUNCTION (execDynArrayFindStruct)
 
 DECLARE_FUNCTION (execDynArrayAdd)
 
 DECLARE_FUNCTION (execDynArrayAddItem)
 
 DECLARE_FUNCTION (execDynArrayInsertItem)
 
 DECLARE_FUNCTION (execDynArrayRemoveItem)
 
 DECLARE_FUNCTION (execDynArraySort)
 
 DECLARE_FUNCTION (execBindDelegate)
 
 DECLARE_FUNCTION (execCallMulticastDelegate)
 
 DECLARE_FUNCTION (execLetValueOnPersistentFrame)
 
 DECLARE_FUNCTION (execCallMathFunction)
 
 DECLARE_FUNCTION (execSwitchValue)
 
 DECLARE_FUNCTION (execArrayGetByRef)
 
 DECLARE_FUNCTION (execAutoRtfmTransact)
 
 DECLARE_FUNCTION (execAutoRtfmStopTransact)
 
 DECLARE_FUNCTION (execAutoRtfmAbortIfNot)
 
void ExecuteUbergraph (int32 EntryPoint)
 
virtual void ValidateGeneratedRepEnums (const TArray< struct FRepRecord > &ClassReps) const
 
virtual uint64 GetNetPushIdDynamic () const
 
- Public Member Functions inherited from UObjectBaseUtility
 UObjectBaseUtility ()
 
 UObjectBaseUtility (EObjectFlags InFlags)
 
void SetFlags (EObjectFlags NewFlags)
 
void ClearFlags (EObjectFlags FlagsToClear)
 
bool HasAnyFlags (EObjectFlags FlagsToCheck) const
 
bool HasAllFlags (EObjectFlags FlagsToCheck) const
 
UE_FORCEINLINE_HINT EObjectFlags GetMaskedFlags (EObjectFlags Mask=RF_AllFlags) const
 
UE_FORCEINLINE_HINT void Mark (EObjectMark Marks) const
 
UE_FORCEINLINE_HINT void UnMark (EObjectMark Marks) const
 
UE_FORCEINLINE_HINT bool HasAnyMarks (EObjectMark Marks) const
 
UE_FORCEINLINE_HINT bool HasAllMarks (EObjectMark Marks) const
 
UE_FORCEINLINE_HINT EObjectMark GetAllMarks () const
 
void MarkAsGarbage ()
 
void ClearGarbage ()
 
UE_FORCEINLINE_HINT void AddToRoot ()
 
UE_FORCEINLINE_HINT void RemoveFromRoot ()
 
UE_FORCEINLINE_HINT bool IsRooted () const
 
UE_FORCEINLINE_HINT int32 GetRefCount () const
 
bool ThisThreadAtomicallyClearedRFUnreachable ()
 
UE_FORCEINLINE_HINT bool IsUnreachable () const
 
UE_FORCEINLINE_HINT bool IsNative () const
 
void SetInternalFlags (EInternalObjectFlags FlagsToSet) const
 
UE_FORCEINLINE_HINT EInternalObjectFlags GetInternalFlags () const
 
UE_FORCEINLINE_HINT bool HasAnyInternalFlags (EInternalObjectFlags FlagsToCheck) const
 
void ClearInternalFlags (EInternalObjectFlags FlagsToClear) const
 
bool AtomicallyClearInternalFlags (EInternalObjectFlags FlagsToClear) const
 
COREUOBJECT_API FString GetFullName (const UObject *StopOuter=NULL, EObjectFullNameFlags Flags=EObjectFullNameFlags::None) const
 
COREUOBJECT_API void GetFullName (const UObject *StopOuter, FString &ResultString, EObjectFullNameFlags Flags=EObjectFullNameFlags::None) const
 
COREUOBJECT_API void GetFullName (FStringBuilderBase &ResultString, const UObject *StopOuter=NULL, EObjectFullNameFlags Flags=EObjectFullNameFlags::None) const
 
COREUOBJECT_API FString GetPathName (const UObject *StopOuter=NULL) const
 
COREUOBJECT_API void GetPathName (const UObject *StopOuter, FString &ResultString) const
 
COREUOBJECT_API void GetPathName (const UObject *StopOuter, FStringBuilderBase &ResultString) const
 
virtual bool CanBeClusterRoot () const
 
virtual COREUOBJECT_API bool CanBeInCluster () const
 
virtual COREUOBJECT_API void CreateCluster ()
 
virtual void OnClusterMarkedAsPendingKill ()
 
COREUOBJECT_API void AddToCluster (UObjectBaseUtility *ClusterRootOrObjectFromCluster, bool bAddAsMutableObject=false)
 
COREUOBJECT_API FString GetFullGroupName (bool bStartWithOuter) const
 
UE_FORCEINLINE_HINT FString GetName () const
 
UE_FORCEINLINE_HINT void GetName (FString &ResultString) const
 
UE_FORCEINLINE_HINT void AppendName (FString &ResultString) const
 
COREUOBJECT_API bool IsPackageExternal () const
 
COREUOBJECT_API void DetachExternalPackage ()
 
COREUOBJECT_API void ReattachExternalPackage ()
 
COREUOBJECT_API UObjectGetOutermostObject () const
 
COREUOBJECT_API UPackageGetPackage () const
 
UE_INTERNAL virtual COREUOBJECT_API UE::Core::FVersePath GetVersePath () const
 
COREUOBJECT_API UPackageGetOutermost () const
 
COREUOBJECT_API bool MarkPackageDirty () const
 
COREUOBJECT_API bool IsTemplate (EObjectFlags TemplateTypes=RF_ArchetypeObject|RF_ClassDefaultObject) const
 
COREUOBJECT_API UObjectGetTypedOuter (UClass *Target) const
 
template<typename T >
T * GetTypedOuter () const
 
template<typename InterfaceClassType >
InterfaceClassTypeGetImplementingOuter () const
 
COREUOBJECT_API UObjectBaseUtilityGetImplementingOuterObject (const UClass *InInterfaceClass) const
 
COREUOBJECT_API bool IsIn (const UObject *SomeOuter) const
 
COREUOBJECT_API bool IsIn (const UPackage *SomePackage) const
 
COREUOBJECT_API bool IsInOuter (const UObject *SomeOuter) const
 
COREUOBJECT_API bool IsInPackage (const UPackage *SomePackage) const
 
COREUOBJECT_API bool IsInA (const UClass *SomeBaseClass) const
 
COREUOBJECT_API bool RootPackageHasAnyFlags (uint32 CheckFlagMask) const
 
template<typename OtherClassType >
bool IsA (OtherClassType SomeBase) const
 
template<class T >
bool IsA () const
 
COREUOBJECT_API const UClassFindNearestCommonBaseClass (const UClass *TestClass) const
 
COREUOBJECT_API voidGetInterfaceAddress (UClass *InterfaceClass)
 
COREUOBJECT_API voidGetNativeInterfaceAddress (UClass *InterfaceClass)
 
const voidGetNativeInterfaceAddress (UClass *InterfaceClass) const
 
COREUOBJECT_API bool IsTemplateForSubobjects (EObjectFlags TemplateTypes=RF_ClassDefaultObject|RF_DefaultSubObject|RF_InheritableComponentTemplate) const
 
COREUOBJECT_API bool IsDefaultSubobject () const
 
COREUOBJECT_API class FLinkerLoadGetLinker () const
 
COREUOBJECT_API int32 GetLinkerIndex () const
 
COREUOBJECT_API FPackageFileVersion GetLinkerUEVersion () const
 
int32 GetLinkerUE4Version () const
 
COREUOBJECT_API int32 GetLinkerLicenseeUEVersion () const
 
int32 GetLinkerLicenseeUE4Version () const
 
COREUOBJECT_API int32 GetLinkerCustomVersion (FGuid CustomVersionKey) const
 
UE_FORCEINLINE_HINT bool operator< (const UObjectBaseUtility &Other) const
 
TStatId GetStatID (bool bForDeferredUse=false) const
 
- Public Member Functions inherited from UObjectBase
COREUOBJECT_API UObjectBase (UClass *InClass, EObjectFlags InFlags, EInternalObjectFlags InInternalFlags, UObject *InOuter, FName InName, int32 InInternalIndex=-1, int32 InSerialNumber=0, FRemoteObjectId InRemoteId=FRemoteObjectId())
 
virtual COREUOBJECT_API ~UObjectBase ()
 
COREUOBJECT_API bool IsValidLowLevel () const
 
COREUOBJECT_API bool IsValidLowLevelFast (bool bRecursive=true) const
 
FORCEINLINE uint32 GetUniqueID () const
 
FORCEINLINE UClassGetClass () const
 
FORCEINLINE UObjectGetOuter () const
 
FORCEINLINE FName GetFName () const
 
virtual COREUOBJECT_API FName GetFNameForStatID () const
 
COREUOBJECT_API UPackageGetExternalPackage () const
 
COREUOBJECT_API void SetExternalPackage (UPackage *InPackage)
 
COREUOBJECT_API UPackageGetExternalPackageInternal () const
 
COREUOBJECT_API void MarkAsReachable () const
 
COREUOBJECT_API void AddRef () const
 
COREUOBJECT_API void ReleaseRef () const
 
FORCEINLINE EObjectFlags GetFlags () const
 
FORCENOINLINE void AtomicallySetFlags (EObjectFlags FlagsToAdd)
 
FORCENOINLINE void AtomicallyClearFlags (EObjectFlags FlagsToClear)
 

Static Public Member Functions

static bool IsPartitionedWorld (const UWorld *InWorld)
 
static UE_API void AddReferencedObjects (UObject *InThis, FReferenceCollector &Collector)
 
static UE_API UWorldCreateWorld (const EWorldType::Type InWorldType, bool bInformEngineOfWorld, FName WorldName=NAME_None, UPackage *InWorldPackage=NULL, bool bAddToRoot=true, ERHIFeatureLevel::Type InFeatureLevel=ERHIFeatureLevel::Num, const InitializationValues *InIVS=nullptr, bool bInSkipInitWorld=false)
 
template<typename TSubsystemClass >
static TSubsystemClassGetSubsystem (const UWorld *World)
 
template<typename TSubsystemClass >
static bool HasSubsystem (const UWorld *World)
 
static UE_API FString ConvertToPIEPackageName (const FString &PackageName, int32 PIEInstanceID)
 
static UE_API FString StripPIEPrefixFromPackageName (const FString &PackageName, const FString &Prefix)
 
static UE_API FString BuildPIEPackagePrefix (int32 PIEInstanceID)
 
static UE_API UWorldGetDuplicatedWorldForPIE (UWorld *InWorld, UPackage *InPIEackage, int32 PIEInstanceID)
 
static UE_API UWorldDuplicateWorldForPIE (const FString &PackageName, UWorld *OwningWorld)
 
static UE_API FString RemovePIEPrefix (const FString &Source, int32 *OutPIEInstanceID=nullptr)
 
static UE_API UWorldFindWorldInPackage (UPackage *Package)
 
static UE_API bool IsWorldOrWorldExternalPackage (UPackage *Package)
 
static UE_API UWorldFollowWorldRedirectorInPackage (UPackage *Package, UObjectRedirector **OptionalOutRedirector=nullptr)
 
- Static Public Member Functions inherited from UObject
static COREUOBJECT_API void UpdateClassesExcludedFromDedicatedServer (const TArray< FString > &InClassNames, const TArray< FString > &InModulesNames)
 
static COREUOBJECT_API void UpdateClassesExcludedFromDedicatedClient (const TArray< FString > &InClassNames, const TArray< FString > &InModulesNames)
 
static COREUOBJECT_API bool CanCreateInCurrentContext (UObject *Template)
 
static COREUOBJECT_API void AddReferencedObjects (UObject *InThis, FReferenceCollector &Collector)
 
static COREUOBJECT_API const FNameSourceFileTagName ()
 
static COREUOBJECT_API UObjectGetArchetypeFromRequiredInfo (const UClass *Class, const UObject *Outer, FName Name, EObjectFlags ObjectFlags)
 
- Static Public Member Functions inherited from UObjectBaseUtility
static bool IsGarbageEliminationEnabled ()
 
static bool IsPendingKillEnabled ()
 
static void SetGarbageEliminationEnabled (bool bEnabled)
 
static COREUOBJECT_API void ReloadObjectsFromModifiedConfigSections (const class FConfigModificationTracker *ChangeTracker)
 
- Static Public Member Functions inherited from UObjectBase
static COREUOBJECT_API FString RemoveClassPrefix (const TCHAR *ClassName)
 
static void PrefetchClass (UObject *Object)
 
static void PrefetchOuter (UObject *Object)
 

Public Attributes

FString StreamingLevelsPrefix
 
TObjectPtr< class AParticleEventManagerMyParticleEventManager
 
PRAGMA_ENABLE_DEPRECATION_WARNINGS TArray< FVectorViewLocationsRenderedLastFrame
 
TArray< FWorldCachedViewInfoCachedViewInfoRenderedLastFrame
 
double LastRenderTime = 0.0
 
TEnumAsByte< ERHIFeatureLevel::TypeFeatureLevel
 
TEnumAsByte< ETickingGroupTickGroup
 
TEnumAsByte< EWorldType::TypeWorldType
 
uint8 bWorldWasLoadedThisTick:1
 
uint8 bTriggerPostLoadMap:1
 
uint8 bInTick:1
 
uint8 bIsBuilt:1
 
uint8 bTickNewlySpawned:1
 
uint8 bPostTickComponentUpdate:1
 
uint8 bIsWorldInitialized:1
 
uint8 bIsLevelStreamingFrozen:1
 
uint8 bDoDelayedUpdateCullDistanceVolumes:1
 
uint8 bIsRunningConstructionScript:1
 
uint8 bShouldSimulatePhysics:1
 
uint8 bCreateRenderStateForHiddenComponentsWithCollsion:1
 
uint8 bDropDetail:1
 
uint8 bAggressiveLOD:1
 
uint8 bIsDefaultLevel:1
 
uint8 bRequestedBlockOnAsyncLoading:1
 
uint8 bActorsInitialized:1
 
uint8 bMatchStarted:1
 
uint8 bPlayersOnly:1
 
uint8 bPlayersOnlyPending:1
 
uint8 bStartup:1
 
uint8 bIsTearingDown:1
 
uint8 bKismetScriptError:1
 
uint8 bDebugPauseExecution:1
 
uint8 bIsCameraMoveableWhenPaused:1
 
uint8 bAllowAudioPlayback:1
 
uint8 bAreConstraintsDirty:1
 
FAudioDeviceHandle AudioDeviceHandle
 
class FSceneInterfaceScene
 
TSharedPtr< FPhysScene_ChaosPhysicsScene_Chaos
 
TSharedPtr< FPhysScene_ChaosDefaultPhysicsScene_Chaos
 
TObjectPtr< class UPhysicsFieldComponentPhysicsField
 
FURL URL
 
class FFXSystemInterfaceFXSystem
 
FStartPhysicsTickFunction StartPhysicsTickFunction
 
FEndPhysicsTickFunction EndPhysicsTickFunction
 
int32 PlayerNum
 
int32 StreamingVolumeUpdateDelay
 
FName DebugDrawTraceTag
 
bool bDebugDrawAllTraceTags
 
FOnBeginPostProcessSettings OnBeginPostProcessSettings
 
TArray< IInterface_PostProcessVolume * > PostProcessVolumes
 
TArray< class AAudioVolume * > AudioVolumes
 
double LastTimeUnbuiltLightingWasEncountered
 
double TimeSeconds
 
double UnpausedTimeSeconds
 
double RealTimeSeconds
 
double AudioTimeSeconds
 
float DeltaRealTimeSeconds
 
float DeltaTimeSeconds
 
double PauseDelay
 
FIntVector OriginLocation
 
FIntVector RequestedOriginLocation
 
FVector OriginOffsetThisFrame
 
float NextSwitchCountdown
 
TObjectPtr< class UWorldCompositionWorldComposition
 
TObjectPtr< class UContentBundleManagerContentBundleManager
 
EFlushLevelStreamingType FlushLevelStreamingType
 
TEnumAsByte< ETravelTypeNextTravelType
 
FString NextURL
 
TArray< FNamePreparingLevelNames
 
FName CommittedPersistentLevelName
 
uint32 NumLightingUnbuiltObjects
 
uint32 NumUnbuiltReflectionCaptures
 
int32 NumTextureStreamingUnbuiltComponents
 
int32 NumTextureStreamingDirtyResources
 
FWorldInGamePerformanceTrackersPerfTrackers
 
FParticlePerfStatsParticlePerfStats = nullptr
 
FOnWorldInitializedActors OnActorsInitialized
 
FOnWorldBeginPlay OnWorldBeginPlay
 
FOnMatchStarting OnWorldMatchStarting
 
FOnWorldPreBeginPlay OnWorldPreBeginPlay
 
FOnGameStateSetEvent GameStateSetEvent
 
- Public Attributes inherited from FNetworkNotify
virtual EAcceptConnection::Type NotifyAcceptingConnection () PURE_VIRTUAL(FNetworkNotify
 
virtual void virtual NotifyAcceptedConnection(class UNetConnection *Connection) PURE_VIRTUAL(FNetworkNotify boo NotifyAcceptingChannel )(class UChannel *Channel) PURE_VIRTUAL(FNetworkNotify
 

Static Public Attributes

static UE_API TMap< FName, EWorldType::TypeWorldTypePreLoadMap
 

Friends

struct FWorldNotifyStreamingLevelLoading
 
class FPhysicsAsyncQueryReporter
 

Additional Inherited Members

- Protected Member Functions inherited from UObject
virtual FString GetDetailedInfoInternal () const
 
COREUOBJECT_API bool CanCheckDefaultSubObjects (bool bForceCheck, bool &bResult) const
 
virtual COREUOBJECT_API bool CheckDefaultSubobjectsInternal () const
 
- Protected Member Functions inherited from UObjectBase
 UObjectBase ()
 
COREUOBJECT_API UObjectBase (EObjectFlags InFlags)
 
COREUOBJECT_API void LowLevelRename (FName NewName, UObject *NewOuter=NULL)
 
virtual void RegisterDependencies ()
 
COREUOBJECT_API void Register (class UClass *(*StaticClassFn)(), const TCHAR *PackageName, const TCHAR *Name)
 
COREUOBJECT_API void Register (const TCHAR *PackageName, const TCHAR *Name)
 
virtual COREUOBJECT_API void DeferredRegister (UClass *UClassStaticClass, const TCHAR *PackageName, const TCHAR *Name)
 
FORCEINLINE void SetFlagsTo (EObjectFlags NewFlags)
 

Detailed Description

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.

Examples
/work/Engine/Source/Runtime/UMG/Public/Components/Widget.h.

Member Typedef Documentation

◆ FActorsInitializedParams

For backwards compatibility

◆ InitializationValues

Member Enumeration Documentation

◆ ELineBatcherType

Enumerator
World 
WorldPersistent 
Foreground 
ForegroundPersistent 
NUM 
Invalid 

Constructor & Destructor Documentation

◆ UWorld()

UWorld::UWorld ( const FObjectInitializer ObjectInitializer = FObjectInitializer::Get())

UWorld default constructor

Member Function Documentation

◆ AddController()

void UWorld::AddController ( AController Controller)

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

Parameters
ControllerController to insert, use NULL to clear list

◆ AddLevel()

bool UWorld::AddLevel ( ULevel InLevel)

Add a level to the level list.

◆ AddMovieSceneSequenceTickHandler()

FDelegateHandle UWorld::AddMovieSceneSequenceTickHandler ( const FOnMovieSceneSequenceTick::FDelegate &  InHandler)

Adds a tick handler for sequences. These handlers get ticked before pre-physics

◆ AddNetworkActor()

void UWorld::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

Parameters
ActorActor to add

◆ AddOnActorDestroyedHandler()

FDelegateHandle UWorld::AddOnActorDestroyedHandler ( const FOnActorDestroyed::FDelegate &  InHandler) const

Add a listener for OnActorDestroyed events

◆ AddOnActorPreSpawnInitialization()

FDelegateHandle UWorld::AddOnActorPreSpawnInitialization ( const FOnActorSpawned::FDelegate &  InHandler) const

Add a listener for OnActorPreSpawnInitialization events

◆ AddOnActorRemovedFromWorldHandler()

FDelegateHandle UWorld::AddOnActorRemovedFromWorldHandler ( const FOnActorRemovedFromWorld::FDelegate &  InHandler) const

Add a listener for OnActorRemovedFromWorld events

◆ AddOnActorSpawnedHandler()

FDelegateHandle UWorld::AddOnActorSpawnedHandler ( const FOnActorSpawned::FDelegate &  InHandler) const

Add a listener for OnActorSpawned events

◆ AddOnPostRegisterAllActorComponentsHandler()

FDelegateHandle UWorld::AddOnPostRegisterAllActorComponentsHandler ( const FOnPostRegisterAllActorComponents::FDelegate &  InHandler) const

Add a listener for OnPostRegisterAllActorComponents events

◆ AddOnPreUnregisterAllActorComponentsHandler()

FDelegateHandle UWorld::AddOnPreUnregisterAllActorComponentsHandler ( const FOnPreUnregisterAllActorComponents::FDelegate &  InHandler) const

Add a listener for OnPreUnregisterAllActorComponents events

◆ AddParameterCollectionInstance()

void UWorld::AddParameterCollectionInstance ( class UMaterialParameterCollection Collection,
bool  bUpdateScene 
)

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

◆ AddPhysicsVolume()

void UWorld::AddPhysicsVolume ( APhysicsVolume Volume)

Add a physics volume to the list of those in the world. DefaultPhysicsVolume is not tracked. Used internally by APhysicsVolume.

◆ AddPostProcessingSettings()

void UWorld::AddPostProcessingSettings ( FVector  ViewLocation,
FSceneView SceneView 
)

Called when a scene view for this world needs the worlds post process settings computed

◆ AddReferencedObjects()

void UWorld::AddReferencedObjects ( UObject InThis,
FReferenceCollector Collector 
)
static

◆ AddStreamingLevel()

void UWorld::AddStreamingLevel ( ULevelStreaming StreamingLevelToAdd)

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

◆ AddStreamingLevels()

void UWorld::AddStreamingLevels ( TArrayView< ULevelStreaming *const >  StreamingLevelsToAdd)

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

◆ AddToWorld() [1/2]

void UWorld::AddToWorld ( ULevel Level,
const FTransform LevelTransform,
bool  bConsiderTimeLimit,
FNetLevelVisibilityTransactionId  TransactionId,
ULevelStreaming OwningLevelStreaming = nullptr 
)
inline

◆ AddToWorld() [2/2]

void UWorld::AddToWorld ( ULevel Level,
const FTransform LevelTransform = FTransform::Identity,
bool  bConsiderTimeLimit = false,
const TOptional< const UE::FTimeout > &  ExternalTimeout = TOptional<const UE::FTimeout>(),
FNetLevelVisibilityTransactionId  TransactionId = FNetLevelVisibilityTransactionId(),
ULevelStreaming OwningLevelStreaming = nullptr 
)

Associates the passed in level with the world. If using a time limit the work to make the level visible can be spread across several frames so this function has to be called multiple time for the level to be visible/ associated with the world and no longer be in a limbo state.

Parameters
LevelLevel object we should add
LevelTransformTransformation to apply to each actor in the level
bConsiderTimeLimitoptional bool indicating if time-slicing will be used to limit the amount of work done, defaults to false
ExternalTimeoutoptional timeout that will override the default behavior if bConsiderTimeLimit is true
TransactionIdoptional parameter that carries the current transaction id associated with calls updating LevelVisibility used when communicating level visibility with server
OwningLevelStreamingoptional parameter, the ULevelStreaming object driving this level's presence in the world

◆ AddUniqueStreamingLevel()

void UWorld::AddUniqueStreamingLevel ( ULevelStreaming StreamingLevelToAdd)

Add a streaming level to the list of streamed levels to consider. If this streaming level is in the array already then it won't be added again.

◆ AddUniqueStreamingLevels()

void UWorld::AddUniqueStreamingLevels ( TArrayView< ULevelStreaming *const >  StreamingLevelsToAdd)

Add multiple streaming levels to the list of streamed levels to consider. If any of these streaming levels are in the array already then they won't be added again.

◆ AllowAudioPlayback()

bool UWorld::AllowAudioPlayback ( ) const

Returns whether audio playback is allowed for this scene.

Returns
true if current world is GWorld, false otherwise

◆ AllowLevelLoadRequests()

bool UWorld::AllowLevelLoadRequests ( ) const

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

Returns
true if level load requests are allowed, false otherwise.

◆ AreActorsInitialized()

bool UWorld::AreActorsInitialized ( ) const

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

◆ AreAlwaysLoadedLevelsLoaded()

bool UWorld::AreAlwaysLoadedLevelsLoaded ( ) const

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

◆ AsyncLineTraceByChannel()

FTraceHandle UWorld::AsyncLineTraceByChannel ( EAsyncTraceType  InTraceType,
const FVector Start,
const FVector End,
ECollisionChannel  TraceChannel,
const FCollisionQueryParams Params = FCollisionQueryParams::DefaultQueryParam,
const FCollisionResponseParams ResponseParam = FCollisionResponseParams::DefaultResponseParam,
const FTraceDelegate InDelegate = nullptr,
uint32  UserData = 0 
)

Interface for Async. 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)

Parameters
InTraceTypeIndicates if you want multiple results, single result, or just yes/no (no hit information)
StartStart location of the ray
EndEnd location of the ray
TraceChannelThe 'channel' that this ray is in, used to determine which components to hit
ParamsAdditional parameters used for the trace
ResponseParamResponseContainer to be used for this trace
InDelegateDelegate function to be called - to see example, search FTraceDelegate Example can be void MyActor::TraceDone(const FTraceHandle& TraceHandle, FTraceDatum & TraceData) Before sending to the function,

FTraceDelegate TraceDelegate; TraceDelegate.BindRaw(this, &MyActor::TraceDone);

Parameters
UserDataUserData

◆ AsyncLineTraceByObjectType()

FTraceHandle UWorld::AsyncLineTraceByObjectType ( EAsyncTraceType  InTraceType,
const FVector Start,
const FVector End,
const FCollisionObjectQueryParams ObjectQueryParams,
const FCollisionQueryParams Params = FCollisionQueryParams::DefaultQueryParam,
const FTraceDelegate InDelegate = nullptr,
uint32  UserData = 0 
)

Interface for Async. 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)

Parameters
InTraceTypeIndicates if you want multiple results, single hit result, or just yes/no (no hit information)
StartStart location of the ray
EndEnd location of the ray
ObjectQueryParamsList of object types it's looking for
ParamsAdditional parameters used for the trace
InDelegateDelegate function to be called - to see example, search FTraceDelegate Example can be void MyActor::TraceDone(const FTraceHandle& TraceHandle, FTraceDatum & TraceData) Before sending to the function,

FTraceDelegate TraceDelegate; TraceDelegate.BindRaw(this, &MyActor::TraceDone);

Parameters
UserDataUserData

◆ AsyncLineTraceByProfile()

FTraceHandle UWorld::AsyncLineTraceByProfile ( EAsyncTraceType  InTraceType,
const FVector Start,
const FVector End,
FName  ProfileName,
const FCollisionQueryParams Params = FCollisionQueryParams::DefaultQueryParam,
const FTraceDelegate InDelegate = nullptr,
uint32  UserData = 0 
)

Interface for Async. 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)

Parameters
InTraceTypeIndicates if you want multiple results, single result, or just yes/no (no hit information)
StartStart location of the ray
EndEnd location of the ray
ProfileNameThe 'profile' used to determine which components to hit
ParamsAdditional parameters used for the trace
InDelegateDelegate function to be called - to see example, search FTraceDelegate Example can be void MyActor::TraceDone(const FTraceHandle& TraceHandle, FTraceDatum & TraceData) Before sending to the function,

FTraceDelegate TraceDelegate; TraceDelegate.BindRaw(this, &MyActor::TraceDone);

Parameters
UserDataUserData

◆ AsyncLoadAlwaysLoadedLevelsForSeamlessTravel()

void UWorld::AsyncLoadAlwaysLoadedLevelsForSeamlessTravel ( )

Requests async loading of any 'always loaded' level. Used in seamless travel to prevent blocking in the first UpdateLevelStreaming.

◆ AsyncOverlapByChannel()

FTraceHandle UWorld::AsyncOverlapByChannel ( const FVector Pos,
const FQuat Rot,
ECollisionChannel  TraceChannel,
const FCollisionShape CollisionShape,
const FCollisionQueryParams Params = FCollisionQueryParams::DefaultQueryParam,
const FCollisionResponseParams ResponseParam = FCollisionResponseParams::DefaultResponseParam,
const FOverlapDelegate InDelegate = nullptr,
uint32  UserData = 0 
)

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)

Parameters
PosLocation of center of shape to test against the world
TraceChannelThe 'channel' that this query is in, used to determine which components to hit
CollisionShapeCollisionShape - supports Box, Sphere, Capsule
ParamsAdditional parameters used for the trace
ResponseParamResponseContainer to be used for this trace
InDelegateDelegate function to be called - to see example, search FTraceDelegate Example can be void MyActor::TraceDone(const FTraceHandle& TraceHandle, FTraceDatum & TraceData) Before sending to the function,

FTraceDelegate TraceDelegate; TraceDelegate.BindRaw(this, &MyActor::TraceDone);

Parameters
UserDataUserData

◆ AsyncOverlapByObjectType()

FTraceHandle UWorld::AsyncOverlapByObjectType ( const FVector Pos,
const FQuat Rot,
const FCollisionObjectQueryParams ObjectQueryParams,
const FCollisionShape CollisionShape,
const FCollisionQueryParams Params = FCollisionQueryParams::DefaultQueryParam,
const FOverlapDelegate InDelegate = nullptr,
uint32  UserData = 0 
)

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)

Parameters
PosLocation of center of shape to test against the world
ObjectQueryParamsList of object types it's looking for
CollisionShapeCollisionShape - supports Box, Sphere, Capsule
ParamsAdditional parameters used for the trace
InDelegateDelegate function to be called - to see example, search FTraceDelegate Example can be void MyActor::TraceDone(const FTraceHandle& TraceHandle, FTraceDatum & TraceData) Before sending to the function,

FTraceDelegate TraceDelegate; TraceDelegate.BindRaw(this, &MyActor::TraceDone);

Parameters
UserDataUserData

◆ AsyncOverlapByProfile()

FTraceHandle UWorld::AsyncOverlapByProfile ( const FVector Pos,
const FQuat Rot,
FName  ProfileName,
const FCollisionShape CollisionShape,
const FCollisionQueryParams Params = FCollisionQueryParams::DefaultQueryParam,
const FOverlapDelegate InDelegate = nullptr,
uint32  UserData = 0 
)

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)

Parameters
PosLocation of center of shape to test against the world
ProfileNameThe 'profile' used to determine which components to hit
CollisionShapeCollisionShape - supports Box, Sphere, Capsule
ParamsAdditional parameters used for the trace
InDelegateDelegate function to be called - to see example, search FTraceDelegate Example can be void MyActor::TraceDone(const FTraceHandle& TraceHandle, FTraceDatum & TraceData) Before sending to the function,

FTraceDelegate TraceDelegate; TraceDelegate.BindRaw(this, &MyActor::TraceDone);

Parameters
UserDataUserData

◆ AsyncSweepByChannel()

FTraceHandle UWorld::AsyncSweepByChannel ( EAsyncTraceType  InTraceType,
const FVector Start,
const FVector End,
const FQuat Rot,
ECollisionChannel  TraceChannel,
const FCollisionShape CollisionShape,
const FCollisionQueryParams Params = FCollisionQueryParams::DefaultQueryParam,
const FCollisionResponseParams ResponseParam = FCollisionResponseParams::DefaultResponseParam,
const FTraceDelegate InDelegate = nullptr,
uint32  UserData = 0 
)

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)

Parameters
InTraceTypeIndicates if you want multiple results, single hit result, or just yes/no (no hit information)
StartStart location of the shape
EndEnd location of the shape
TraceChannelThe 'channel' that this trace is in, used to determine which components to hit
CollisionShapeCollisionShape - supports Box, Sphere, Capsule
ParamsAdditional parameters used for the trace
ResponseParamResponseContainer to be used for this trace
InDelegateDelegate function to be called - to see example, search FTraceDelegate Example can be void MyActor::TraceDone(const FTraceHandle& TraceHandle, FTraceDatum & TraceData) Before sending to the function,

FTraceDelegate TraceDelegate; TraceDelegate.BindRaw(this, &MyActor::TraceDone);

Parameters
UserDataUserData

◆ AsyncSweepByObjectType()

FTraceHandle UWorld::AsyncSweepByObjectType ( EAsyncTraceType  InTraceType,
const FVector Start,
const FVector End,
const FQuat Rot,
const FCollisionObjectQueryParams ObjectQueryParams,
const FCollisionShape CollisionShape,
const FCollisionQueryParams Params = FCollisionQueryParams::DefaultQueryParam,
const FTraceDelegate InDelegate = nullptr,
uint32  UserData = 0 
)

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)

Parameters
InTraceTypeIndicates if you want multiple results, single hit result, or just yes/no (no hit information)
StartStart location of the shape
EndEnd location of the shape
ObjectQueryParamsList of object types it's looking for
CollisionShapeCollisionShape - supports Box, Sphere, Capsule
ParamsAdditional parameters used for the trace
InDelegateDelegate function to be called - to see example, search FTraceDelegate Example can be void MyActor::TraceDone(const FTraceHandle& TraceHandle, FTraceDatum & TraceData) Before sending to the function,

FTraceDelegate TraceDelegate; TraceDelegate.BindRaw(this, &MyActor::TraceDone);

Parameters
UserDataUserData

◆ AsyncSweepByProfile()

FTraceHandle UWorld::AsyncSweepByProfile ( EAsyncTraceType  InTraceType,
const FVector Start,
const FVector End,
const FQuat Rot,
FName  ProfileName,
const FCollisionShape CollisionShape,
const FCollisionQueryParams Params = FCollisionQueryParams::DefaultQueryParam,
const FTraceDelegate InDelegate = nullptr,
uint32  UserData = 0 
)

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)

Parameters
InTraceTypeIndicates if you want multiple results, single hit result, or just yes/no (no hit information)
StartStart location of the shape
EndEnd location of the shape
ProfileNameThe 'profile' used to determine which components to hit
CollisionShapeCollisionShape - supports Box, Sphere, Capsule
ParamsAdditional parameters used for the trace
InDelegateDelegate function to be called - to see example, search FTraceDelegate Example can be void MyActor::TraceDone(const FTraceHandle& TraceHandle, FTraceDatum & TraceData) Before sending to the function,

FTraceDelegate TraceDelegate; TraceDelegate.BindRaw(this, &MyActor::TraceDone);

Parameters
UserDataUserData

◆ BeginDestroy()

void UWorld::BeginDestroy ( )
overridevirtual

Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

Reimplemented from UObject.

◆ BeginPlay()

void UWorld::BeginPlay ( )

Start gameplay. This will cause the game mode to transition to the correct state and call BeginPlay on all actors. If this is called on a world with no game mode, it will execute world callbacks but will not set BegunPlay to true. On networked clients, actor BeginPlay and SetBegunPlay are called from the game state replication.

◆ BeginTearingDown()

void UWorld::BeginTearingDown ( )

Mark a world that was initialized for play as starting to tear down in preparation for cleanup. This will block the creation of new gameplay objects.

◆ BlockTillLevelStreamingCompleted()

void UWorld::BlockTillLevelStreamingCompleted ( )

◆ BroadcastLevelsChanged()

void UWorld::BroadcastLevelsChanged ( )

Broadcasts that the number of levels has changed.

◆ BuildPIEPackagePrefix()

FString UWorld::BuildPIEPackagePrefix ( int32  PIEInstanceID)
static

Return the prefix for PIE packages given a PIE Instance ID

◆ CancelPendingMapChange()

void UWorld::CancelPendingMapChange ( )

cancels pending map change (

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

◆ CleanupActors()

void UWorld::CleanupActors ( )

Remove NULL entries from actor list. Only does so for dynamic actors to avoid resorting. In theory static actors shouldn't be deleted during gameplay.

◆ CleanupWorld()

void UWorld::CleanupWorld ( bool  bSessionEnded = true,
bool  bCleanupResources = true,
UWorld NewWorld = nullptr 
)

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

Parameters
bSessionEndedwhether to notify the viewport that the game session has ended.
NewWorldOptional new world that will be loaded after this world is cleaned up. Specify a new world to prevent it and it's sublevels from being GCed during map transitions.

◆ ClearActorComponentEndOfFrameUpdate()

void UWorld::ClearActorComponentEndOfFrameUpdate ( UActorComponent Component)

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

Parameters
Component- Component to update at the end of the frame

◆ ClearDemoNetDriver()

void UWorld::ClearDemoNetDriver ( )

◆ ClearNetDriver()

void UWorld::ClearNetDriver ( UNetDriver Driver)

◆ ClearStreamingLevels()

void UWorld::ClearStreamingLevels ( )

Reset the streaming levels array

◆ ClearWorldComponents()

void UWorld::ClearWorldComponents ( )

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

◆ CommitMapChange()

void UWorld::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

◆ CommitModelSurfaces()

void UWorld::CommitModelSurfaces ( )

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

◆ ComponentOverlapMulti() [1/2]

bool UWorld::ComponentOverlapMulti ( TArray< struct FOverlapResult > &  OutOverlaps,
const class UPrimitiveComponent *  PrimComp,
const FVector Pos,
const FQuat Rot,
const FComponentQueryParams Params = FComponentQueryParams::DefaultComponentQueryParams,
const FCollisionObjectQueryParams ObjectQueryParams = FCollisionObjectQueryParams::DefaultObjectQueryParam 
) const

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

Note
The overload taking rotation as an FQuat is slightly faster than the version using FRotator (which will be converted to an FQuat)..
Parameters
OutOverlapsArray of overlaps found between component in specified pose and the world
PrimCompComponent's geometry to test against the world. Transform of this component is ignored
PosLocation of PrimComp geometry for test against the world
RotRotation of PrimComp geometry for test against the world
ObjectQueryParamsList of object types it's looking for. When this enters, we do object query with component shape
Returns
TRUE if any hit is found

◆ ComponentOverlapMulti() [2/2]

bool UWorld::ComponentOverlapMulti ( TArray< struct FOverlapResult > &  OutOverlaps,
const class UPrimitiveComponent *  PrimComp,
const FVector Pos,
const FRotator Rot,
const FComponentQueryParams Params = FComponentQueryParams::DefaultComponentQueryParams,
const FCollisionObjectQueryParams ObjectQueryParams = FCollisionObjectQueryParams::DefaultObjectQueryParam 
) const
inline

◆ ComponentOverlapMultiByChannel() [1/2]

bool UWorld::ComponentOverlapMultiByChannel ( TArray< struct FOverlapResult > &  OutOverlaps,
const class UPrimitiveComponent *  PrimComp,
const FVector Pos,
const FQuat Rot,
ECollisionChannel  TraceChannel,
const FComponentQueryParams Params = FComponentQueryParams::DefaultComponentQueryParams,
const FCollisionObjectQueryParams ObjectQueryParams = FCollisionObjectQueryParams::DefaultObjectQueryParam 
) const

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

Note
The overload taking rotation as an FQuat is slightly faster than the version using FRotator (which will be converted to an FQuat)..
Parameters
OutOverlapsArray of overlaps found between component in specified pose and the world
PrimCompComponent's geometry to test against the world. Transform of this component is ignored
PosLocation of PrimComp geometry for test against the world
RotRotation of PrimComp geometry for test against the world
TraceChannelThe 'channel' that this query is in, used to determine which components to hit
Returns
TRUE if OutOverlaps contains any blocking results

◆ ComponentOverlapMultiByChannel() [2/2]

bool UWorld::ComponentOverlapMultiByChannel ( TArray< struct FOverlapResult > &  OutOverlaps,
const class UPrimitiveComponent *  PrimComp,
const FVector Pos,
const FRotator Rot,
ECollisionChannel  TraceChannel,
const FComponentQueryParams Params = FComponentQueryParams::DefaultComponentQueryParams,
const FCollisionObjectQueryParams ObjectQueryParams = FCollisionObjectQueryParams::DefaultObjectQueryParam 
) const
inline

◆ ComponentSweepMulti() [1/2]

bool UWorld::ComponentSweepMulti ( TArray< struct FHitResult > &  OutHits,
class UPrimitiveComponent *  PrimComp,
const FVector Start,
const FVector End,
const FQuat Rot,
const FComponentQueryParams Params 
) const

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

Note
The overload taking rotation as an FQuat is slightly faster than the version using FRotator (which will be converted to an FQuat)..
Parameters
OutHitsArray of hits found between ray and the world
PrimCompComponent's geometry to test against the world. Transform of this component is ignored
StartStart location of the trace
EndEnd location of the trace
RotRotation of PrimComp geometry for test against the world (rotation remains constant over sweep)
ParamsAdditional parameters used for the trace
Returns
TRUE if OutHits contains any blocking hit entries

◆ ComponentSweepMulti() [2/2]

bool UWorld::ComponentSweepMulti ( TArray< struct FHitResult > &  OutHits,
class UPrimitiveComponent *  PrimComp,
const FVector Start,
const FVector End,
const FRotator Rot,
const FComponentQueryParams Params 
) const
inline

◆ ComponentSweepMultiByChannel() [1/2]

bool UWorld::ComponentSweepMultiByChannel ( TArray< struct FHitResult > &  OutHits,
class UPrimitiveComponent *  PrimComp,
const FVector Start,
const FVector End,
const FQuat Rot,
ECollisionChannel  TraceChannel,
const FComponentQueryParams Params 
) const

Sweep the geometry of the supplied component using a specific channel, and determine the set of components that it hits.

Note
The overload taking rotation as an FQuat is slightly faster than the version using FRotator (which will be converted to an FQuat)..
Parameters
OutHitsArray of hits found between ray and the world
PrimCompComponent's geometry to test against the world. Transform of this component is ignored
StartStart location of the trace
EndEnd location of the trace
RotRotation of PrimComp geometry for test against the world (rotation remains constant over sweep)
ParamsAdditional parameters used for the trace
Returns
TRUE if OutHits contains any blocking hit entries

◆ ComponentSweepMultiByChannel() [2/2]

bool UWorld::ComponentSweepMultiByChannel ( TArray< struct FHitResult > &  OutHits,
class UPrimitiveComponent *  PrimComp,
const FVector Start,
const FVector End,
const FRotator Rot,
ECollisionChannel  TraceChannel,
const FComponentQueryParams Params 
) const
inline

◆ ConditionallyBuildStreamingData()

void UWorld::ConditionallyBuildStreamingData ( )

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

◆ ContainsActor()

bool UWorld::ContainsActor ( AActor Actor) const

Returns whether the passed in actor is part of any of the loaded levels actors array. Warning: Will return true for pending kill actors!

Parameters
ActorActor to check whether it is contained by any level
Returns
true if actor is contained by any of the loaded levels, false otherwise

◆ ContainsLevel()

bool UWorld::ContainsLevel ( ULevel InLevel) const

Does the level list contain the given level.

◆ ConvertToPIEPackageName()

FString UWorld::ConvertToPIEPackageName ( const FString &  PackageName,
int32  PIEInstanceID 
)
static

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

◆ CopyGameState()

void UWorld::CopyGameState ( AGameModeBase *  FromGameMode,
AGameStateBase FromGameState 
)

Copies GameState properties from the GameMode.

◆ CreateAISystem()

UAISystemBase * UWorld::CreateAISystem ( )

AISystem getter. if AISystem is missing it tries to create one and returns the result. @NOTE the result can be NULL, for example on client games or if no AI module or AISystem class have not been specified

See also
UAISystemBase::AISystemClassName and UAISystemBase::AISystemModuleName

◆ CreateFXSystem()

void UWorld::CreateFXSystem ( )

Creates a new FX system for this world

◆ CreatePhysicsScene()

void UWorld::CreatePhysicsScene ( const AWorldSettings Settings = nullptr)

Creates a new physics scene for this world.

◆ CreateWorld()

UWorld * UWorld::CreateWorld ( const EWorldType::Type  InWorldType,
bool  bInformEngineOfWorld,
FName  WorldName = NAME_None,
UPackage InWorldPackage = NULL,
bool  bAddToRoot = true,
ERHIFeatureLevel::Type  InFeatureLevel = ERHIFeatureLevel::Num,
const InitializationValues InIVS = nullptr,
bool  bInSkipInitWorld = false 
)
static

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

◆ DebugDrawSceneQueries()

bool UWorld::DebugDrawSceneQueries ( const FName UsedTraceTag) const
inline

◆ DECLARE_EVENT_OneParam() [1/2]

UWorld::DECLARE_EVENT_OneParam ( UWorld  ,
FOnBeginPlay  ,
bool   
)

◆ DECLARE_EVENT_OneParam() [2/2]

UWorld::DECLARE_EVENT_OneParam ( UWorld  ,
FOnGameStateSetEvent  ,
AGameStateBase  
)

◆ DECLARE_EVENT_TwoParams()

UWorld::DECLARE_EVENT_TwoParams ( UWorld  ,
FOnBeginPostProcessSettings  ,
FVector  ,
FSceneView  
)

Called when the world computes how post process volumes contribute to the scene.

◆ DECLARE_MULTICAST_DELEGATE() [1/3]

UWorld::DECLARE_MULTICAST_DELEGATE ( FOnMatchStarting  )

◆ DECLARE_MULTICAST_DELEGATE() [2/3]

UWorld::DECLARE_MULTICAST_DELEGATE ( FOnWorldBeginPlay  )

◆ DECLARE_MULTICAST_DELEGATE() [3/3]

UWorld::DECLARE_MULTICAST_DELEGATE ( FOnWorldPreBeginPlay  )

Called by WorldSettings's NotifyBeginPlay before calling DispatchBeginPlay on all world actors when world's bBegunPlay switches to true.

◆ DECLARE_MULTICAST_DELEGATE_OneParam()

UWorld::DECLARE_MULTICAST_DELEGATE_OneParam ( FOnWorldInitializedActors  ,
const FActorsInitializedParams  
)

◆ DelayStreamingVolumeUpdates()

void UWorld::DelayStreamingVolumeUpdates ( int32  InFrameDelay)
inline

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

◆ DestroyActor()

bool UWorld::DestroyActor ( AActor ThisActor,
bool  bNetForce = false,
bool  bShouldModifyLevel = true 
)

Removes the actor from its level's actor list and generally cleans up the engine's internal state. What this function does not do, but is handled via garbage collection instead, is remove references to this actor from all other actors, and kill the actor's resources. This function is set up so that no problems occur even if the actor is being destroyed inside its recursion stack.

Parameters
ThisActorActor to remove.
bNetForce[opt] Ignored unless called during play. Default is false.
bShouldModifyLevel[opt] If true, Modify() the level before removing the actor. Default is true.
Returns
true if destroyed or already marked for destruction, false if actor couldn't be destroyed.

Removes the actor from its level's actor list and generally cleans up the engine's internal state. What this function does not do, but is handled via garbage collection instead, is remove references to this actor from all other actors, and kill the actor's resources. This function is set up so that no problems occur even if the actor is being destroyed inside its recursion stack.

Parameters
ThisActorActor to remove.
bNetForce[opt] Ignored unless called during play. Default is false.
bShouldModifyLevel[opt] If true, Modify() the level before removing the actor. Default is true.
Returns
true if destroy, false if actor couldn't be destroyed.

◆ DestroyDemoNetDriver()

void UWorld::DestroyDemoNetDriver ( )

◆ DestroySwappedPC()

bool UWorld::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)

Parameters
Connection- the connection that performed the swap
Returns
whether a PC waiting for a swap was found

◆ DestroyWorld()

void UWorld::DestroyWorld ( bool  bInformEngineOfWorld,
UWorld NewWorld = nullptr 
)

Destroy this World instance. If destroying the world to load a different world, supply it here to prevent GC of the new world or it's sublevels.

◆ DuplicateRequestedLevels()

void UWorld::DuplicateRequestedLevels ( const FName  MapName)

Creates a new level collection of type DynamicDuplicatedLevels by duplicating the levels in DynamicSourceLevels. Should only be called by engine.

Parameters
MapNameThe name of the soure map, used as a parameter to UEngine::Experimental_ShouldPreDuplicateMap

◆ DuplicateWorldForPIE()

UWorld * UWorld::DuplicateWorldForPIE ( const FString &  PackageName,
UWorld OwningWorld 
)
static

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

◆ EditorDestroyActor()

bool UWorld::EditorDestroyActor ( AActor ThisActor,
bool  bShouldModifyLevel 
)

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

Parameters
bShouldModifyLevelIf true, Modify() the level before removing the actor.

◆ EncroachingBlockingGeometry()

bool UWorld::EncroachingBlockingGeometry ( const AActor TestActor,
FVector  TestLocation,
FRotator  TestRotation,
FVector ProposedAdjustment = NULL 
)

@Return true if Actor would encroach at TestLocation on something that blocks it. Returns a ProposedAdjustment that might result in an unblocked TestLocation.

◆ EndPlay()

bool UWorld::EndPlay ( EEndPlayReason::Type  EndPlayReason)

Tries to stop gameplay by sending EndPlay to all actors in the world. This will call BeginTearingDown if it has not been called yet.

Parameters
EndPlayReasonThe reason that play is ending
Returns
true if this actually stopped play (BegunPlay will return false)

◆ EnsureCollisionTreeIsBuilt()

void UWorld::EnsureCollisionTreeIsBuilt ( )

Ensures that the collision detection tree is fully built. This should be called after the full level reload to make sure the first traces are not abysmally slow.

◆ Exec()

bool UWorld::Exec ( UWorld InWorld,
const TCHAR Cmd,
FOutputDevice Ar = *GLog 
)

Handle Exec/Console Commands related to the World

◆ FindCollectionByType() [1/2]

FLevelCollection * UWorld::FindCollectionByType ( const ELevelCollectionType  InType)

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

◆ FindCollectionByType() [2/2]

const FLevelCollection * UWorld::FindCollectionByType ( const ELevelCollectionType  InType) const

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

◆ FindCollectionIndexByType()

int32 UWorld::FindCollectionIndexByType ( const ELevelCollectionType  InType) const

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

◆ FindOrAddCollectionByType()

FLevelCollection & UWorld::FindOrAddCollectionByType ( const ELevelCollectionType  InType)

Returns the FLevelCollection for the given InType. If one does not exist, it is created.

◆ FindOrAddCollectionByType_Index()

int32 UWorld::FindOrAddCollectionByType_Index ( const ELevelCollectionType  InType)

Returns the index of the first FLevelCollection of the given InType. If one does not exist, it is created and its index returned.

◆ FindOrAddCollectionForLevelStreaming()

FLevelCollection & UWorld::FindOrAddCollectionForLevelStreaming ( const ULevelStreaming Level)

Returns the FLevelCollection for the passed in streaming level, which could depend on configuration

◆ FindTeleportSpot()

bool UWorld::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. Expects PlaceLocation to be a valid location inside the level. Returns true if a location without blocking collision is found, in which case PlaceLocation is overwritten with the new clear location. Returns false if no suitable location could be found, in which case PlaceLocation is unmodified.

◆ FindWorldInPackage()

UWorld * UWorld::FindWorldInPackage ( UPackage Package)
static

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

◆ FinishAsyncSendAllEndOfFrameUpdates()

void UWorld::FinishAsyncSendAllEndOfFrameUpdates ( )

Waits for an async region of sending frame updates to the render thread.

◆ FinishDestroy()

void UWorld::FinishDestroy ( )
overridevirtual

Called to finish destroying the object. After UObject::FinishDestroy is called, the object's memory should no longer be accessed.

Warning
Because properties are destroyed here, Super::FinishDestroy() should always be called at the end of your child class's FinishDestroy() method, rather than at the beginning.

Reimplemented from UObject.

◆ FinishPhysicsSim()

void UWorld::FinishPhysicsSim ( )

Waits for the physics scene to be done processing

◆ FlushDeferredParameterCollectionInstanceUpdates()

void UWorld::FlushDeferredParameterCollectionInstanceUpdates ( )

Flush any pending parameter collection updates to the render thrad.

◆ FlushLevelStreaming()

void UWorld::FlushLevelStreaming ( EFlushLevelStreamingType  FlushType = EFlushLevelStreamingType::Full)

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. Basically blocks on all async operation like updating components.

Parameters
FlushTypeWhether to only flush level visibility operations (optional)

◆ FlushLineBatchers()

void UWorld::FlushLineBatchers ( const TArrayView< const UWorld::ELineBatcherType > &  TypesToFlush)

Flush the specified Line Batcher types

◆ FollowWorldRedirectorInPackage()

UWorld * UWorld::FollowWorldRedirectorInPackage ( UPackage Package,
UObjectRedirector **  OptionalOutRedirector = nullptr 
)
static

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

◆ ForEachSubsystem()

void UWorld::ForEachSubsystem ( TFunctionRef< void(TSubsystemClass *)>  Operation) const
inline

Performs an operation on all Subsystems of specified type, this is only necessary for interfaces that can have multiple implementations instanced at a time.

◆ GetActiveLevelCollection()

const FLevelCollection * UWorld::GetActiveLevelCollection ( ) const

Returns the level collection which currently has its context set on this world. May be null. If non-null, this implies that execution is currently within the scope of an FScopedLevelCollectionContextSwitch for this world.

◆ GetActiveLevelCollectionIndex()

int32 UWorld::GetActiveLevelCollectionIndex ( ) const
inline

Returns the index of the level collection which currently has its context set on this world. May be INDEX_NONE. If not INDEX_NONE, this implies that execution is currently within the scope of an FScopedLevelCollectionContextSwitch for this world.

◆ GetActiveLightingScenario()

ULevel * UWorld::GetActiveLightingScenario ( ) const

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

◆ GetActorCount()

int32 UWorld::GetActorCount ( ) const

Returns the actor count.

◆ GetAddressURL()

FString UWorld::GetAddressURL ( ) const

◆ GetAISystem() [1/2]

UAISystemBase * UWorld::GetAISystem ( )
inline

AISystem getter

◆ GetAISystem() [2/2]

const UAISystemBase * UWorld::GetAISystem ( ) const
inline

AISystem const getter

◆ GetAllowDeferredPhysicsStateCreation()

bool UWorld::GetAllowDeferredPhysicsStateCreation ( ) const

◆ GetAudioDevice()

FAudioDeviceHandle UWorld::GetAudioDevice ( ) const

Get the audio device used by this world.

◆ GetAudioDeviceRaw()

FAudioDevice * UWorld::GetAudioDeviceRaw ( ) const

Returns the audio device associated with this world. Lifecycle of the audio device is not guaranteed unless you used GetAudioDevice().

Returns
Audio device to use with this world.

◆ GetAudioSettings()

AAudioVolume * UWorld::GetAudioSettings ( const FVector ViewLocation,
struct FReverbSettings OutReverbSettings,
struct FInteriorSettings OutInteriorSettings 
) const

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.

Parameters
ViewLocationCurrent view location.
OutReverbSettings[out] Upon return, the reverb settings for a camera at ViewLocation.
OutInteriorSettings[out] Upon return, the interior settings for a camera at ViewLocation.
Returns
If the settings came from an audio volume, the audio volume object is returned.

◆ GetAudioTimeSeconds()

double UWorld::GetAudioTimeSeconds ( ) const
inline

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

Returns
time in seconds since world was brought up for play

◆ GetAuthGameMode() [1/2]

template<class T >
T * UWorld::GetAuthGameMode ( ) const
inline

Returns the current Game Mode instance cast to the template type. This can only return a valid pointer on the server and may be null if the cast fails. Will always return null on a client.

◆ GetAuthGameMode() [2/2]

AGameModeBase * UWorld::GetAuthGameMode ( ) const
inline

Returns the current Game Mode instance, which is always valid during gameplay on the server. This will only return a valid pointer on the server. Will always return null on a client.

◆ GetAutoActivateCameraIterator()

FConstCameraActorIterator UWorld::GetAutoActivateCameraIterator ( ) const

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

◆ GetAvoidanceManager() [1/2]

class UAvoidanceManager * UWorld::GetAvoidanceManager ( )
inline

Avoidance manager getter

◆ GetAvoidanceManager() [2/2]

const class UAvoidanceManager * UWorld::GetAvoidanceManager ( ) const
inline

Avoidance manager getter

◆ GetBegunPlay()

bool UWorld::GetBegunPlay ( ) const

Returns true if BeginPlay has been called on actors in the world (and EndPlay has not)

◆ GetBlockTillLevelStreamingCompletedEpoch()

int32 UWorld::GetBlockTillLevelStreamingCompletedEpoch ( ) const
inline

Returns BlockTillLevelStreamingCompletedEpoch.

◆ GetCanvasForDrawMaterialToRenderTarget()

UCanvas * UWorld::GetCanvasForDrawMaterialToRenderTarget ( )

◆ GetCanvasForRenderingToTarget()

UCanvas * UWorld::GetCanvasForRenderingToTarget ( )

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

◆ GetChaosEventRelay()

UChaosEventRelay * UWorld::GetChaosEventRelay ( )

Access to the ChaosEventRelay to access all registered events.

◆ GetControllerIterator()

FConstControllerIterator UWorld::GetControllerIterator ( ) const

Returns an iterator for the controller list.

◆ GetCurrentLevel()

ULevel * UWorld::GetCurrentLevel ( ) const

Get the CurrentLevel for this world.

◆ GetCurrentLevelPendingInvisibility()

ULevel * UWorld::GetCurrentLevelPendingInvisibility ( ) const
inline

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

◆ GetCurrentLevelPendingVisibility()

ULevel * UWorld::GetCurrentLevelPendingVisibility ( ) const
inline

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

◆ GetDataLayerManager()

UDataLayerManager * UWorld::GetDataLayerManager ( ) const

Returns the UDataLayerManager associated with this world.

Returns
UDataLayerManager object associated with this world

◆ GetDebugDisplayName()

FString UWorld::GetDebugDisplayName ( ) const

Returns a human friendly display string for the current world (showing the kind of world when in multiplayer PIE)

◆ GetDefaultBrush()

ABrush * UWorld::GetDefaultBrush ( ) const

Returns the default brush for the persistent level. This is usually the 'builder brush' for editor builds, undefined for non editor instances and may be NULL.

◆ GetDefaultGravityZ()

float UWorld::GetDefaultGravityZ ( ) const

Returns the Z component of the default world gravity.

Returns
Z component of the default world gravity.

◆ GetDefaultPhysicsVolume()

APhysicsVolume * UWorld::GetDefaultPhysicsVolume ( ) const
inline

Returns the default physics volume and creates it if necessary.

Returns
default physics volume

◆ GetDeltaSeconds()

float UWorld::GetDeltaSeconds ( ) const
inline

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

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

◆ GetDemoNetDriver()

UDemoNetDriver * UWorld::GetDemoNetDriver ( ) const
inline

Gets the demo net driver for this world.

◆ GetDetailMode()

int32 UWorld::GetDetailMode ( ) const
Returns
the current detail mode, like EDetailMode but can be outside of the range

◆ GetDuplicatedWorldForPIE()

UWorld * UWorld::GetDuplicatedWorldForPIE ( UWorld InWorld,
UPackage InPIEackage,
int32  PIEInstanceID 
)
static

Duplicate the editor world to create the PIE world.

◆ GetFeatureLevel()

PRAGMA_DISABLE_DEPRECATION_WARNINGS ERHIFeatureLevel::Type UWorld::GetFeatureLevel ( ) const
inline

◆ GetFirstLocalPlayerFromController() [1/2]

template<class T >
T * UWorld::GetFirstLocalPlayerFromController ( ) const
inline

◆ GetFirstLocalPlayerFromController() [2/2]

ULocalPlayer * UWorld::GetFirstLocalPlayerFromController ( ) const

◆ GetFirstPlayerController() [1/2]

template<class T >
T * UWorld::GetFirstPlayerController ( ) const
inline
Returns
Returns the first player controller cast to the template type, or NULL if there is not one.

May return NULL if the cast fails.

◆ GetFirstPlayerController() [2/2]

APlayerController * UWorld::GetFirstPlayerController ( ) const
Returns
Returns the first player controller, or NULL if there is not one.

◆ GetGameInstance() [1/2]

UGameInstance * UWorld::GetGameInstance ( ) const
inline

Returns the owning game instance for this world

◆ GetGameInstance() [2/2]

template<class T >
T * UWorld::GetGameInstance ( ) const
inline

Returns the OwningGameInstance cast to the template type.

◆ GetGameInstanceChecked()

template<class T >
T * UWorld::GetGameInstanceChecked ( ) const
inline

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

◆ GetGameState() [1/2]

template<class T >
T * UWorld::GetGameState ( ) const
inline

Returns the current GameState instance cast to the template type.

◆ GetGameState() [2/2]

AGameStateBase * UWorld::GetGameState ( ) const
inline

Returns the current GameState instance.

◆ GetGameStateChecked()

template<class T >
T * UWorld::GetGameStateChecked ( ) const
inline

Returns the current GameState instance cast to the template type, asserting that it is of the correct type.

◆ GetGameViewport()

UGameViewportClient * UWorld::GetGameViewport ( ) const

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

◆ GetGravityZ()

float UWorld::GetGravityZ ( ) const

Returns the Z component of the current world gravity.

Returns
Z component of current world gravity.

◆ GetIsInBlockTillLevelStreamingCompleted()

bool UWorld::GetIsInBlockTillLevelStreamingCompleted ( ) const
inline

Whether the world is currently in a BlockTillLevelStreamingCompleted() call

◆ GetLatentActionManager()

FLatentActionManager & UWorld::GetLatentActionManager ( )

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

This pattern is a little bit of a kludge to allow UWorld clients (for instance, preview world in the Blueprint Editor to not worry about replacing features from GameInstance. Alternatively we could mandate that they implement a game instance for their scene.

◆ GetLevel()

ULevel * UWorld::GetLevel ( int32  InLevelIndex) const

Return the level with the given index.

◆ GetLevelCollections()

const TArray< FLevelCollection > & UWorld::GetLevelCollections ( ) const
inline

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

◆ GetLevelIterator()

FConstLevelIterator UWorld::GetLevelIterator ( ) const

Returns an iterator for the level list.

◆ GetLevels()

const TArray< class ULevel * > & UWorld::GetLevels ( ) const

Return the list of levels in this world.

◆ GetLevelScriptActor()

ALevelScriptActor * UWorld::GetLevelScriptActor ( class ULevel OwnerLevel = NULL) const

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

Parameters
OwnerLevelthe level to get the level scripting actor for. Must correspond to one of the levels in GWorld's Levels array; Thus, only applicable when editing a multi-level map. Defaults to the level currently being edited.
Returns
A pointer to the level scripting actor, if any, for the specified level, or NULL if no level scripting actor is available

◆ GetLevelStreamingForPackageName()

ULevelStreaming * UWorld::GetLevelStreamingForPackageName ( FName  InPackageName)

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

◆ GetLightMapsAndShadowMaps()

void UWorld::GetLightMapsAndShadowMaps ( ULevel Level,
TArray< UTexture2D * > &  OutLightMapsAndShadowMaps,
bool  bForceLazyLoad = true 
)

Gets all LightMaps and ShadowMaps associated with this world. Specify the level or leave null for persistent

The array of textures discovered

◆ GetLineBatcher()

ULineBatchComponent * UWorld::GetLineBatcher ( ELineBatcherType  Type) const

Returns a pointer to the specified line batcher type

◆ GetLocalURL()

FString UWorld::GetLocalURL ( ) const

Return the URL of this level on the local machine.

◆ GetMapName()

const FString UWorld::GetMapName ( ) const

Returns the name of the current map, taking into account using a dummy persistent world and loading levels into it via PrepareMapChange.

Returns
name of the current map

◆ GetModel()

UModel * UWorld::GetModel ( ) const

Returns the current levels BSP model.

Returns
BSP UModel

◆ GetNavigationSystem() [1/2]

UNavigationSystemBase * UWorld::GetNavigationSystem ( )
inline

NavigationSystem getter

◆ GetNavigationSystem() [2/2]

const UNavigationSystemBase * UWorld::GetNavigationSystem ( ) const
inline

NavigationSystem const getter

◆ GetNetDriver()

UNetDriver * UWorld::GetNetDriver ( ) const
inline

Used to get a net driver object.

Returns
a pointer to the net driver or NULL if no driver is available.

◆ GetNetMode()

ENetMode UWorld::GetNetMode ( ) const
inline

Returns the net mode this world is running under.

See also
IsNetMode()

◆ GetNonDefaultPhysicsVolumeCount()

int32 UWorld::GetNonDefaultPhysicsVolumeCount ( ) const
inline

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

◆ GetNonDefaultPhysicsVolumeIterator()

FConstPhysicsVolumeIterator UWorld::GetNonDefaultPhysicsVolumeIterator ( ) const
inline

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

◆ GetNumControllers()

int32 UWorld::GetNumControllers ( ) const
Returns
Returns the number of Controllers.

◆ GetNumLevels()

int32 UWorld::GetNumLevels ( ) const

Return the number of levels in this world.

◆ GetNumPlayerControllers()

int32 UWorld::GetNumPlayerControllers ( ) const
Returns
Returns the number of Player Controllers.

◆ GetNumStreamingLevelsBeingLoaded()

uint16 UWorld::GetNumStreamingLevelsBeingLoaded ( ) const
inline

◆ GetOnBeginPlayEvent()

FOnBeginPlay & UWorld::GetOnBeginPlayEvent ( )
inline

Return the event that is broadcast when bBegunPlay is changed

◆ GetParameterCollectionInstance()

UMaterialParameterCollectionInstance * UWorld::GetParameterCollectionInstance ( const UMaterialParameterCollection Collection) const

Gets this world's instance for a given collection.

◆ GetPhysicsScene()

FPhysScene * UWorld::GetPhysicsScene ( ) const
inline

Returns a pointer to the physics scene for this world.

◆ GetPlayerControllerIterator()

FConstPlayerControllerIterator UWorld::GetPlayerControllerIterator ( ) const
Returns
Returns an iterator for the player controller list.

◆ GetPrimaryAssetId()

FPrimaryAssetId UWorld::GetPrimaryAssetId ( ) const
overridevirtual

Returns an Type:Name pair representing the PrimaryAssetId for this object. Assets that need to be globally referenced at runtime should return a valid Identifier. If this is valid, the object can be referenced by identifier using the AssetManager

Reimplemented from UObject.

◆ GetProgressDenominator()

int32 UWorld::GetProgressDenominator ( ) const

Returns the actor count.

◆ GetPSCPool()

FWorldPSCPool & UWorld::GetPSCPool ( )
inline

◆ GetRealTimeSeconds()

double UWorld::GetRealTimeSeconds ( ) const
inline

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

Returns
time in seconds since world was brought up for play

◆ GetServerStreamingLevelsVisibility()

const AServerStreamingLevelsVisibility * UWorld::GetServerStreamingLevelsVisibility ( ) const

Returns the object used to query server streaming level visibility.

◆ GetShouldForceUnloadStreamingLevels()

bool UWorld::GetShouldForceUnloadStreamingLevels ( ) const
inline

◆ GetShouldForceVisibleStreamingLevels()

bool UWorld::GetShouldForceVisibleStreamingLevels ( ) const
inline

◆ GetSoftObjectPathMapping()

bool UWorld::GetSoftObjectPathMapping ( FString &  OutSourceWorldPath,
FString &  OutRemappedWorldPath 
) const

If World Package is instanced return a mapping that can be used to fixup SoftObjectPaths for this world

returns true if world package is instanced and needs remapping.

◆ GetStreamingLevels()

const TArray< ULevelStreaming * > & UWorld::GetStreamingLevels ( ) const
inline

Return a const version of the streaming levels array

◆ GetSubsystem() [1/2]

TSubsystemClass * UWorld::GetSubsystem ( ) const
inline

Get a Subsystem of specified type

◆ GetSubsystem() [2/2]

static TSubsystemClass * UWorld::GetSubsystem ( const UWorld World)
inlinestatic

Get a Subsystem of specified type from the provided GameInstance returns nullptr if the Subsystem cannot be found or the GameInstance is null

◆ GetSubsystemArrayCopy()

TArray< TSubsystemClass * > UWorld::GetSubsystemArrayCopy ( ) const
inline

Get all Subsystems of specified type, this is only necessary for interfaces that can have multiple implementations instanced at a time.

◆ GetSubsystemBase()

UWorldSubsystem * UWorld::GetSubsystemBase ( TSubclassOf< UWorldSubsystem SubsystemClass) const
inline

Get a Subsystem of specified type

◆ GetSubsystemChecked()

TNotNull< TSubsystemClass * > UWorld::GetSubsystemChecked ( ) const
inline

Get a Subsystem of specified type, checked

◆ GetTime()

FGameTime UWorld::GetTime ( ) const
inline

Returns the dilatable time

Returns
Returns the dilatable time

◆ GetTimerManager()

FTimerManager & UWorld::GetTimerManager ( ) const

Returns TimerManager instance for this world.

◆ GetTimeSeconds()

double UWorld::GetTimeSeconds ( ) const
inline

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

Returns
time in seconds since world was brought up for play

◆ GetUnpausedTimeSeconds()

double UWorld::GetUnpausedTimeSeconds ( ) const
inline

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

Returns
time in seconds since world was brought up for play

◆ GetWorld()

UWorld * UWorld::GetWorld ( ) const
overridevirtual

◆ GetWorldDataLayers()

AWorldDataLayers * UWorld::GetWorldDataLayers ( ) const

Returns the AWorldDataLayers actor associated with this world.

Returns
AWorldDataLayers actor associated with this world

◆ GetWorldPartition()

UWorldPartition * UWorld::GetWorldPartition ( ) const

Returns the UWorldPartition associated with this world.

Returns
UWorldPartition object associated with this world

◆ GetWorldSettings()

AWorldSettings * UWorld::GetWorldSettings ( bool  bCheckStreamingPersistent = false,
bool  bChecked = true 
) const

◆ HandleTimelineScrubbed()

void UWorld::HandleTimelineScrubbed ( )

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

◆ HasAnyLevelMakingInvisible()

bool UWorld::HasAnyLevelMakingInvisible ( ) const

Returns true if any level is in the process of being made invisible

◆ HasAnyLevelMakingVisible()

bool UWorld::HasAnyLevelMakingVisible ( ) const

Returns true if any level is in the process of being made visible

◆ HasBegunPlay()

bool UWorld::HasBegunPlay ( ) const

Returns true if gameplay has already started, false otherwise.

◆ HasDefaultPhysicsVolume()

bool UWorld::HasDefaultPhysicsVolume ( ) const
inline

Returns true if a DefaultPhysicsVolume has been created.

◆ HasEndOfFrameUpdates()

bool UWorld::HasEndOfFrameUpdates ( ) const

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

◆ HasMarkedObjectsPendingKill()

bool UWorld::HasMarkedObjectsPendingKill ( ) const
inline

Indicates that the world has marked contained objects as pending kill

◆ HasStreamingLevelsToConsider()

bool UWorld::HasStreamingLevelsToConsider ( ) const
inline

Returns true if there is at least one level being considered for update

◆ HasSubsystem() [1/2]

bool UWorld::HasSubsystem ( ) const
inline

Check if world has a subsystem of the specified type

◆ HasSubsystem() [2/2]

static bool UWorld::HasSubsystem ( const UWorld World)
inlinestatic

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

◆ InitializeActorsForPlay()

void UWorld::InitializeActorsForPlay ( const FURL InURL,
bool  bResetTime = true,
FRegisterComponentContext Context = nullptr 
)

Initializes all actors and prepares them to start gameplay

Parameters
InURLcommandline URL
bResetTime(optional) whether the WorldSettings's TimeSeconds should be reset to zero

◆ InitializeNewWorld()

void UWorld::InitializeNewWorld ( const InitializationValues  IVS = InitializationValues(),
bool  bInSkipInitWorld = false 
)

Initializes a newly created world.

◆ InitializeSubsystems()

void UWorld::InitializeSubsystems ( )

Initialize all world subsystems

◆ InitWorld()

void UWorld::InitWorld ( const FWorldInitializationValues  IVS = FWorldInitializationValues())

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

◆ InsertPostProcessVolume()

void UWorld::InsertPostProcessVolume ( IInterface_PostProcessVolume InVolume)

Inserts a post process volume into the world in priority order

◆ InvalidateAllSkyCaptures()

void UWorld::InvalidateAllSkyCaptures ( )

Purges all sky capture cached derived data.

◆ InvalidateModelGeometry()

void UWorld::InvalidateModelGeometry ( ULevel InLevel)

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

Parameters
InLevelLevel to invalidate. If this is NULL it will affect ALL levels

◆ InvalidateModelSurface()

void UWorld::InvalidateModelSurface ( bool  bCurrentLevelOnly)

Discards the cached data used to render the levels' UModel. Assumes that the faces and vertex positions haven't changed, only the applied materials.

Parameters
bCurrentLevelOnlyIf true, affect only the current level.

◆ IsBeingCleanedUp()

bool UWorld::IsBeingCleanedUp ( ) const
inline

Returns true if the world is in the process of being cleaned up.

◆ IsCameraMoveable()

bool UWorld::IsCameraMoveable ( ) const
Returns
true if the camera is in a moveable state (taking pausedness into account)

◆ IsCleanedUp()

bool UWorld::IsCleanedUp ( ) const
inline

Returns true if the world has or is in the process of being cleaned up.

◆ IsEditorWorld()

bool UWorld::IsEditorWorld ( ) const

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

◆ IsGameWorld()

bool UWorld::IsGameWorld ( ) const

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

◆ IsInitialized()

bool UWorld::IsInitialized ( ) const
inline

Returns whether InitWorld has been called without yet calling CleanupWorld.

◆ IsInSeamlessTravel()

bool UWorld::IsInSeamlessTravel ( ) const
Returns
whether we're currently in a seamless transition

◆ IsInstanced()

bool UWorld::IsInstanced ( ) const

Returns true if world package is instanced.

◆ IsLevelMakingInvisible()

bool UWorld::IsLevelMakingInvisible ( const ULevel InLevel) const

Returns true if the level is in the process of being made invisible

◆ IsLevelMakingVisible()

bool UWorld::IsLevelMakingVisible ( const ULevel InLevel) const

Returns true if the level is in the process of being made visible

◆ IsMapChangeReady()

bool UWorld::IsMapChangeReady ( ) const
Returns
true if there is a map change being prepared, returns whether that change is ready to be committed, otherwise false

◆ IsMovieSceneSequenceTickHandlerBound()

bool UWorld::IsMovieSceneSequenceTickHandlerBound ( ) const

Check if movie sequences tick handler is bound at all

◆ IsNavigationRebuilt()

bool UWorld::IsNavigationRebuilt ( ) const

Retrieves information whether all navigation with this world has been rebuilt

◆ IsNetMode()

bool UWorld::IsNetMode ( ENetMode  Mode) const
inline

Test whether net mode is the given mode. In optimized non-editor builds this can be more efficient than GetNetMode() because it can check the static build flags without considering PIE.

◆ IsPartitionedWorld() [1/2]

bool UWorld::IsPartitionedWorld ( ) const
inline

Returns true if world contains an associated UWorldPartition object.

◆ IsPartitionedWorld() [2/2]

static bool UWorld::IsPartitionedWorld ( const UWorld InWorld)
inlinestatic

Returns true if world contains an associated UWorldPartition object.

◆ IsPaused()

bool UWorld::IsPaused ( ) const
Returns
true if the world is in the paused state

◆ IsPlayInEditor()

bool UWorld::IsPlayInEditor ( ) const

Returns whether script is executing within the editor.

◆ IsPlayingClientReplay()

bool UWorld::IsPlayingClientReplay ( ) const

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

◆ IsPlayingReplay()

bool UWorld::IsPlayingReplay ( ) const

Returns true if we are currently playing a replay

◆ IsPlayInMobilePreview()

bool UWorld::IsPlayInMobilePreview ( ) const

Returns whether script is executing within a mobile preview window

◆ IsPlayInPreview()

bool UWorld::IsPlayInPreview ( ) const

Returns whether script is executing within a preview window

◆ IsPlayInVulkanPreview()

bool UWorld::IsPlayInVulkanPreview ( ) const
inline

Returns whether script is executing within a vulkan preview window

◆ IsPreparingMapChange()

bool UWorld::IsPreparingMapChange ( ) const
Returns
true if there's a map change currently in progress

◆ IsPreviewWorld()

bool UWorld::IsPreviewWorld ( ) const

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

◆ IsReadyForFinishDestroy()

bool UWorld::IsReadyForFinishDestroy ( )
overridevirtual

Called to check if the object is ready for FinishDestroy. This is called after BeginDestroy to check the completion of the potentially asynchronous object cleanup.

Returns
True if the object's asynchronous cleanup has completed and it is ready for FinishDestroy to be called.

Reimplemented from UObject.

◆ IsRecordingClientReplay()

bool UWorld::IsRecordingClientReplay ( ) const

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

◆ IsRecordingReplay()

bool UWorld::IsRecordingReplay ( ) const

Returns true if we are currently recording a replay

◆ IsStreamingLevelBeingConsidered()

bool UWorld::IsStreamingLevelBeingConsidered ( ULevelStreaming StreamingLevel) const
inline

Returns true if StreamingLevel is part of the levels being considered for update

◆ IsTraceHandleValid()

bool UWorld::IsTraceHandleValid ( const FTraceHandle Handle,
bool  bOverlapTrace 
)

See if TraceHandle is still valid or not

Parameters
HandleTraceHandle that was returned when request Trace
bOverlapTracetrue if this is overlap test Handle, not trace test handle

return true if it will be evaluated OR it has valid result return false if it already has expired Or not valid

◆ IsVisibilityRequestPending()

bool UWorld::IsVisibilityRequestPending ( ) const
Returns
whether there is at least one level with a pending visibility request

◆ IsWorldOrWorldExternalPackage()

bool UWorld::IsWorldOrWorldExternalPackage ( UPackage Package)
static

Given a package, return if package contains a UWorld or an external world object

◆ K2_GetWorldSettings()

AWorldSettings * UWorld::K2_GetWorldSettings ( )

Returns the AWorldSettings actor associated with this world.

Returns
AWorldSettings actor associated with this world

◆ LineTraceMultiByChannel()

bool UWorld::LineTraceMultiByChannel ( TArray< struct FHitResult > &  OutHits,
const FVector Start,
const FVector End,
ECollisionChannel  TraceChannel,
const FCollisionQueryParams Params = FCollisionQueryParams::DefaultQueryParam,
const FCollisionResponseParams ResponseParam = FCollisionResponseParams::DefaultResponseParam 
) const

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

Parameters
OutHitsArray of hits found between ray and the world
StartStart location of the ray
EndEnd location of the ray
TraceChannelThe 'channel' that this ray is in, used to determine which components to hit
ParamsAdditional parameters used for the trace
ResponseParamResponseContainer to be used for this trace
Returns
TRUE if OutHits contains any blocking hit entries

◆ LineTraceMultiByObjectType()

bool UWorld::LineTraceMultiByObjectType ( TArray< struct FHitResult > &  OutHits,
const FVector Start,
const FVector End,
const FCollisionObjectQueryParams ObjectQueryParams,
const FCollisionQueryParams Params = FCollisionQueryParams::DefaultQueryParam 
) const

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

Parameters
OutHitsArray of hits found between ray and the world
StartStart location of the ray
EndEnd location of the ray
ObjectQueryParamsList of object types it's looking for
ParamsAdditional parameters used for the trace
Returns
TRUE if any hit is found

◆ LineTraceMultiByProfile()

bool UWorld::LineTraceMultiByProfile ( TArray< struct FHitResult > &  OutHits,
const FVector Start,
const FVector End,
FName  ProfileName,
const FCollisionQueryParams Params = FCollisionQueryParams::DefaultQueryParam 
) const

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

Parameters
OutHitsArray of hits found between ray and the world
StartStart location of the ray
EndEnd location of the ray
ProfileNameThe 'profile' used to determine which components to hit
ParamsAdditional parameters used for the trace
Returns
TRUE if OutHits contains any blocking hit entries

◆ LineTraceSingleByChannel()

bool UWorld::LineTraceSingleByChannel ( struct FHitResult OutHit,
const FVector Start,
const FVector End,
ECollisionChannel  TraceChannel,
const FCollisionQueryParams Params = FCollisionQueryParams::DefaultQueryParam,
const FCollisionResponseParams ResponseParam = FCollisionResponseParams::DefaultResponseParam 
) const

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

Parameters
OutHitFirst blocking hit found
StartStart location of the ray
EndEnd location of the ray
TraceChannelThe 'channel' that this ray is in, used to determine which components to hit
ParamsAdditional parameters used for the trace
ResponseParamResponseContainer to be used for this trace
Returns
TRUE if a blocking hit is found

◆ LineTraceSingleByObjectType()

bool UWorld::LineTraceSingleByObjectType ( struct FHitResult OutHit,
const FVector Start,
const FVector End,
const FCollisionObjectQueryParams ObjectQueryParams,
const FCollisionQueryParams Params = FCollisionQueryParams::DefaultQueryParam 
) const

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

Parameters
OutHitFirst blocking hit found
StartStart location of the ray
EndEnd location of the ray
ObjectQueryParamsList of object types it's looking for
ParamsAdditional parameters used for the trace
Returns
TRUE if any hit is found

◆ LineTraceSingleByProfile()

bool UWorld::LineTraceSingleByProfile ( struct FHitResult OutHit,
const FVector Start,
const FVector End,
FName  ProfileName,
const FCollisionQueryParams Params = FCollisionQueryParams::DefaultQueryParam 
) const

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

Parameters
OutHitFirst blocking hit found
StartStart location of the ray
EndEnd location of the ray
ProfileNameThe 'profile' used to determine which components to hit
ParamsAdditional parameters used for the trace
Returns
TRUE if a blocking hit is found

◆ LineTraceTestByChannel()

bool UWorld::LineTraceTestByChannel ( const FVector Start,
const FVector End,
ECollisionChannel  TraceChannel,
const FCollisionQueryParams Params = FCollisionQueryParams::DefaultQueryParam,
const FCollisionResponseParams ResponseParam = FCollisionResponseParams::DefaultResponseParam 
) const

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

Parameters
StartStart location of the ray
EndEnd location of the ray
TraceChannelThe 'channel' that this ray is in, used to determine which components to hit
ParamsAdditional parameters used for the trace
ResponseParamResponseContainer to be used for this trace
Returns
TRUE if a blocking hit is found

◆ LineTraceTestByObjectType()

bool UWorld::LineTraceTestByObjectType ( const FVector Start,
const FVector End,
const FCollisionObjectQueryParams ObjectQueryParams,
const FCollisionQueryParams Params = FCollisionQueryParams::DefaultQueryParam 
) const

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

Parameters
StartStart location of the ray
EndEnd location of the ray
ObjectQueryParamsList of object types it's looking for
ParamsAdditional parameters used for the trace
Returns
TRUE if any hit is found

◆ LineTraceTestByProfile()

bool UWorld::LineTraceTestByProfile ( const FVector Start,
const FVector End,
FName  ProfileName,
const FCollisionQueryParams Params = FCollisionQueryParams::DefaultQueryParam 
) const

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

Parameters
StartStart location of the ray
EndEnd location of the ray
ProfileNameThe 'profile' used to determine which components to hit
ParamsAdditional parameters used for the trace
Returns
TRUE if a blocking hit is found

◆ Listen()

bool UWorld::Listen ( FURL InURL)

◆ LoadSecondaryLevels()

void UWorld::LoadSecondaryLevels ( bool  bForce = false,
TSet< FName > *  PackageNamesToSkip = nullptr 
)

Called after GWorld has been set. Used to load, but not associate, all levels in the world in the Editor and at least create linkers in the game. Should only be called against GWorld::PersistentLevel's WorldSettings.

Parameters
bForceIf true, load the levels even is a commandlet

◆ MarkActorComponentForNeededEndOfFrameUpdate()

void UWorld::MarkActorComponentForNeededEndOfFrameUpdate ( UActorComponent Component,
bool  bForceGameThread 
)

Mark a component as needing an end of frame update

Parameters
Component- Component to update at the end of the frame
bForceGameThread- if true, force this to happen on the game thread

◆ MarkObjectsPendingKill()

void UWorld::MarkObjectsPendingKill ( )

Marks this world and all objects within as pending kill

◆ ModifyLevel()

void UWorld::ModifyLevel ( ULevel Level) const

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

◆ NavigateTo()

void UWorld::NavigateTo ( FIntVector  InLocation)

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

◆ NotifyAcceptedConnection()

void UWorld::NotifyAcceptedConnection ( class UNetConnection Connection)
overridevirtual

◆ NotifyAcceptingChannel()

bool UWorld::NotifyAcceptingChannel ( class UChannel Channel)
overridevirtual

◆ NotifyAcceptingConnection()

EAcceptConnection::Type UWorld::NotifyAcceptingConnection ( )
overridevirtual

◆ NotifyControlMessage()

void UWorld::NotifyControlMessage ( UNetConnection Connection,
uint8  MessageType,
class FInBunch Bunch 
)
overridevirtual

◆ NotifyOfBlueprintDebuggingAssociation()

void UWorld::NotifyOfBlueprintDebuggingAssociation ( class UBlueprint Blueprint,
UObject DebugObject 
)

Notifies the world of a blueprint debugging reference

Parameters
BlueprintThe blueprint the reference is for
DebugObjectThe associated debugging object (may be NULL)

◆ NotifyPostRegisterAllActorComponents()

void UWorld::NotifyPostRegisterAllActorComponents ( AActor Actor)

Broadcast an OnPostRegisterAllActorComponents event. This method should only be called from internal actor and level code and never on inactive worlds.

◆ NotifyPreUnregisterAllActorComponents()

void UWorld::NotifyPreUnregisterAllActorComponents ( AActor Actor)

Broadcast an OnPreUnregisterAllActorComponents event. This method should only be called from internal actor and level code. Calls on inactive or GCing worlds are ignored.

◆ OnActorFinishedSpawning()

void UWorld::OnActorFinishedSpawning ( AActor Actor)

Notify the World that an Actor has finished spawning (all OnActorSpawnedHandlers will run)

◆ OnAddLevelToWorldExtension()

FAddLevelToWorldExtensionEvent & UWorld::OnAddLevelToWorldExtension ( )
inline

Sent when Level is being added to the world (used to add custom logic).

◆ OnAllLevelsChanged()

FOnAllLevelsChangedEvent & UWorld::OnAllLevelsChanged ( )
inline

Returns the AllLevelsChangedEvent member.

◆ OnLevelsChanged()

FOnLevelsChangedEvent & UWorld::OnLevelsChanged ( )
inline

Returns the LevelsChangedEvent member.

◆ OnPostGC()

void UWorld::OnPostGC ( )

◆ OnPostTickDispatch()

TMulticastDelegateRegistration< void()> & UWorld::OnPostTickDispatch ( )

◆ OnPostTickFlush()

TMulticastDelegateRegistration< void()> & UWorld::OnPostTickFlush ( )

◆ OnPreTickFlush()

TMulticastDelegateRegistration< void(float)> & UWorld::OnPreTickFlush ( )

◆ OnRemoveLevelFromWorldExtension()

FRemoveLevelFromWorldExtensionEvent & UWorld::OnRemoveLevelFromWorldExtension ( )
inline

Sent when Level is being removed from the world (used to add custom logic).

◆ OnTickDispatch()

TMulticastDelegateRegistration< void(float)> & UWorld::OnTickDispatch ( )

Network Tick events

◆ OnTickFlush()

TMulticastDelegateRegistration< void(float)> & UWorld::OnTickFlush ( )

◆ OnWorldPartitionInitialized()

FWorldPartitionInitializedEvent & UWorld::OnWorldPartitionInitialized ( )
inline

◆ OnWorldPartitionUninitialized()

FWorldPartitionUninitializedEvent & UWorld::OnWorldPartitionUninitialized ( )
inline

◆ OverlapAnyTestByChannel()

bool UWorld::OverlapAnyTestByChannel ( const FVector Pos,
const FQuat Rot,
ECollisionChannel  TraceChannel,
const FCollisionShape CollisionShape,
const FCollisionQueryParams Params = FCollisionQueryParams::DefaultQueryParam,
const FCollisionResponseParams ResponseParam = FCollisionResponseParams::DefaultResponseParam 
) const

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

Parameters
PosLocation of center of box to test against the world
TraceChannelThe 'channel' that this query is in, used to determine which components to hit
CollisionShapeCollisionShape - supports Box, Sphere, Capsule, Convex
ParamsAdditional parameters used for the trace
ResponseParamResponseContainer to be used for this trace
Returns
TRUE if any blocking or overlapping results are found

◆ OverlapAnyTestByObjectType()

bool UWorld::OverlapAnyTestByObjectType ( const FVector Pos,
const FQuat Rot,
const FCollisionObjectQueryParams ObjectQueryParams,
const FCollisionShape CollisionShape,
const FCollisionQueryParams Params = FCollisionQueryParams::DefaultQueryParam 
) const

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

Parameters
PosLocation of center of box to test against the world
ObjectQueryParamsList of object types it's looking for
CollisionShapeCollisionShape - supports Box, Sphere, Capsule, Convex
ParamsAdditional parameters used for the trace
Returns
TRUE if any blocking results are found

◆ OverlapAnyTestByProfile()

bool UWorld::OverlapAnyTestByProfile ( const FVector Pos,
const FQuat Rot,
FName  ProfileName,
const FCollisionShape CollisionShape,
const FCollisionQueryParams Params = FCollisionQueryParams::DefaultQueryParam 
) const

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

Parameters
PosLocation of center of box to test against the world
ProfileNameThe 'profile' used to determine which components to hit
CollisionShapeCollisionShape - supports Box, Sphere, Capsule
ParamsAdditional parameters used for the trace
Returns
TRUE if any blocking or overlapping results are found

◆ OverlapBlockingTestByChannel()

bool UWorld::OverlapBlockingTestByChannel ( const FVector Pos,
const FQuat Rot,
ECollisionChannel  TraceChannel,
const FCollisionShape CollisionShape,
const FCollisionQueryParams Params = FCollisionQueryParams::DefaultQueryParam,
const FCollisionResponseParams ResponseParam = FCollisionResponseParams::DefaultResponseParam 
) const

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

Parameters
PosLocation of center of box to test against the world
TraceChannelThe 'channel' that this query is in, used to determine which components to hit
CollisionShapeCollisionShape - supports Box, Sphere, Capsule, Convex
ParamsAdditional parameters used for the trace
ResponseParamResponseContainer to be used for this trace
Returns
TRUE if any blocking results are found

◆ OverlapBlockingTestByProfile()

bool UWorld::OverlapBlockingTestByProfile ( const FVector Pos,
const FQuat Rot,
FName  ProfileName,
const FCollisionShape CollisionShape,
const FCollisionQueryParams Params = FCollisionQueryParams::DefaultQueryParam 
) const

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

Parameters
PosLocation of center of box to test against the world
ProfileNameThe 'profile' used to determine which components to hit
CollisionShapeCollisionShape - supports Box, Sphere, Capsule
ParamsAdditional parameters used for the trace
Returns
TRUE if any blocking results are found

◆ OverlapMultiByChannel()

bool UWorld::OverlapMultiByChannel ( TArray< struct FOverlapResult > &  OutOverlaps,
const FVector Pos,
const FQuat Rot,
ECollisionChannel  TraceChannel,
const FCollisionShape CollisionShape,
const FCollisionQueryParams Params = FCollisionQueryParams::DefaultQueryParam,
const FCollisionResponseParams ResponseParam = FCollisionResponseParams::DefaultResponseParam 
) const

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

Parameters
OutOverlapsArray of components found to overlap supplied box
PosLocation of center of shape to test against the world
TraceChannelThe 'channel' that this query is in, used to determine which components to hit
CollisionShapeCollisionShape - supports Box, Sphere, Capsule
ParamsAdditional parameters used for the trace
ResponseParamResponseContainer to be used for this trace
Returns
TRUE if OutOverlaps contains any blocking results

◆ OverlapMultiByObjectType()

bool UWorld::OverlapMultiByObjectType ( TArray< struct FOverlapResult > &  OutOverlaps,
const FVector Pos,
const FQuat Rot,
const FCollisionObjectQueryParams ObjectQueryParams,
const FCollisionShape CollisionShape,
const FCollisionQueryParams Params = FCollisionQueryParams::DefaultQueryParam 
) const

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

Parameters
OutOverlapsArray of components found to overlap supplied box
PosLocation of center of shape to test against the world
ObjectQueryParamsList of object types it's looking for
CollisionShapeCollisionShape - supports Box, Sphere, Capsule
ParamsAdditional parameters used for the trace
Returns
TRUE if any overlap is found

◆ OverlapMultiByProfile()

bool UWorld::OverlapMultiByProfile ( TArray< struct FOverlapResult > &  OutOverlaps,
const FVector Pos,
const FQuat Rot,
FName  ProfileName,
const FCollisionShape CollisionShape,
const FCollisionQueryParams Params = FCollisionQueryParams::DefaultQueryParam 
) const

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

Parameters
OutOverlapsArray of components found to overlap supplied box
PosLocation of center of shape to test against the world
ProfileNameThe 'profile' used to determine which components to hit
CollisionShapeCollisionShape - supports Box, Sphere, Capsule
ParamsAdditional parameters used for the trace
Returns
TRUE if OutOverlaps contains any blocking results

◆ PopulateStreamingLevelsToConsider()

void UWorld::PopulateStreamingLevelsToConsider ( )

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

◆ PostDuplicate()

void UWorld::PostDuplicate ( bool  bDuplicateForPIE)
overridevirtual

Called after duplication & serialization and before PostLoad. Used to e.g. make sure UStaticMesh's UModel gets copied as well. Note: NOT called on components on actor duplication (alt-drag or copy-paste). Use PostEditImport as well to cover that case.

Reimplemented from UObject.

◆ PostInitializeSubsystems()

void UWorld::PostInitializeSubsystems ( )

Finalize initialization of all world subsystems

◆ PostLoad()

void UWorld::PostLoad ( )
overridevirtual

Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

Reimplemented from UObject.

◆ PostSaveRoot()

void UWorld::PostSaveRoot ( FObjectPostSaveRootContext  ObjectSaveContext)
overridevirtual

Called from within SavePackage on the passed in base/root object. This function is called after the package has been saved and can perform cleanup.

Parameters
ObjectSaveContextContext providing access to parameters of the save and to values from PreSaveRoot

Reimplemented from UObject.

◆ PreDuplicate()

void UWorld::PreDuplicate ( FObjectDuplicationParameters DupParams)
overridevirtual

Called before duplication.

Parameters
DupParamsthe full parameters the object will be duplicated with. Allows access to modify params such as the duplication seed for example for pre-filling the dup-source => dup-target map used by StaticDuplicateObject.
See also
FObjectDuplicationParameters

Reimplemented from UObject.

◆ PreLoginCheckError()

bool UWorld::PreLoginCheckError ( UNetConnection Connection,
const FString &  ErrorMsg 
)

Log error and close connection for prelogin failures.

◆ PreLoginComplete()

void UWorld::PreLoginComplete ( const FString &  ErrorMsg,
TWeakObjectPtr< UNetConnection WeakConnection 
)

Check GameMode PreLogin results and welcome player if needed.

◆ PreLoginCompleteSplit()

void UWorld::PreLoginCompleteSplit ( const FString &  ErrorMsg,
TWeakObjectPtr< UNetConnection WeakConnection,
FUniqueNetIdRepl  SplitRequestUniqueIdRepl,
FString  SplitRequestURL 
)

Check GameMode PreLogin results for split screen player joins.

◆ PrepareMapChange()

void UWorld::PrepareMapChange ( const TArray< FName > &  LevelNames)

asynchronously loads the given levels in preparation for a streaming map transition. This codepath is designed for worlds that heavily use level streaming and GameModes where the game state should be preserved through a transition.

Parameters
LevelNamesthe names of the level packages to load. LevelNames[0] will be the new persistent (primary) level

◆ PreSaveRoot()

void UWorld::PreSaveRoot ( FObjectPreSaveRootContext  ObjectSaveContext)
overridevirtual

Called from within SavePackage on the passed in base/root object. The return value of this function will be passed to PostSaveRoot. This is used to allow objects used as a base to perform required actions before saving and cleanup afterwards.

Parameters
ObjectSaveContextContext providing access to parameters of the save, Also allows storage of variables like bCleanupIsRequired for use in PostSaveRoot

Reimplemented from UObject.

◆ ProcessLevelStreamingVolumes()

void UWorld::ProcessLevelStreamingVolumes ( FVector OverrideViewLocation = NULL)

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

Parameters
OverrideViewLocationOptional position used to override the location used to calculate current streaming volumes

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

◆ ProcessPendingGroupMoves()

void UWorld::ProcessPendingGroupMoves ( bool  bProcessAllMoves = true)

Experimental.

Processes any currently pending grouped move updates.

Parameters
bProcessAllMovesif true, always process all pending moves. False for incremental partial updates

◆ PropagateLightingScenarioChange()

void UWorld::PropagateLightingScenarioChange ( )

Propagates a change to the active lighting scenario.

◆ PushComponentGroupMove()

void UWorld::PushComponentGroupMove ( const FScopedMovementUpdate Scope)

Experimental.

Adds the given scene component and movement data to be applied later in the frame (ProcessPendingGroupMoves)

Parameters
SceneCompThe Scene component to move later
ScopeThe scoped movement update which represents the movement state to be applied later.

◆ QueryOverlapData()

bool UWorld::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

◆ QueryTraceData()

bool UWorld::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

◆ RegisterAutoActivateCamera()

void UWorld::RegisterAutoActivateCamera ( ACameraActor CameraActor,
int32  PlayerIndex 
)

Register a CameraActor that auto-activates for a PlayerController.

◆ ReleasePhysicsScene()

void UWorld::ReleasePhysicsScene ( )

Releases PhysicsScene manually

◆ RemapCompiledScriptActor()

bool UWorld::RemapCompiledScriptActor ( FString &  Str) const

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

◆ RemoveActor()

void UWorld::RemoveActor ( AActor Actor,
bool  bShouldModifyLevel 
) const

Removes the passed in actor from the actor lists. Please note that the code actually doesn't physically remove the index but rather clears it so other indices are still valid and the actors array size doesn't change.

Parameters
ActorActor to remove.
bShouldModifyLevelIf true, Modify() the level before removing the actor if in the editor.

◆ RemoveController()

void UWorld::RemoveController ( AController Controller)

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

Parameters
ControllerController to remove

◆ RemoveFromWorld() [1/2]

void UWorld::RemoveFromWorld ( ULevel Level,
bool  bAllowIncrementalRemoval,
FNetLevelVisibilityTransactionId  TransactionId,
ULevelStreaming OwningLevelStreaming = nullptr 
)
inline

◆ RemoveFromWorld() [2/2]

void UWorld::RemoveFromWorld ( ULevel Level,
bool  bAllowIncrementalRemoval = false,
const TOptional< const UE::FTimeout > &  ExternalTimeout = TOptional<const UE::FTimeout>(),
FNetLevelVisibilityTransactionId  TransactionId = FNetLevelVisibilityTransactionId(),
ULevelStreaming OwningLevelStreaming = nullptr 
)

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

Parameters
LevelLevel object we should remove
bAllowIncrementalRemovaloptional bool indicating if time-slicing will be used to remove objects from scene, defaults to false
ExternalTimeoutoptional timeout that will override the default behavior if bAllowIncrementalRemoval is true
TransactionIdoptional parameter that carries the current transaction id associated with calls updating LevelVisibility used when communicating level visibility with server
OwningLevelStreamingoptional parameter, the ULevelStreaming object driving this level's presence in the world

◆ RemoveLevel()

bool UWorld::RemoveLevel ( ULevel InLevel)

Remove a level from the level list.

◆ RemoveMovieSceneSequenceTickHandler()

void UWorld::RemoveMovieSceneSequenceTickHandler ( FDelegateHandle  InHandle)

Removes a tick handler for sequences

◆ RemoveNetworkActor()

void UWorld::RemoveNetworkActor ( AActor Actor) const

Removes the passed in actor to from special network actor list

Parameters
ActorActor to remove

◆ RemoveOnActorDestroyededHandler()

void UWorld::RemoveOnActorDestroyededHandler ( FDelegateHandle  InHandle) const

Remove a listener for OnActorDestroyed events

◆ RemoveOnActorDestroyedHandler()

void UWorld::RemoveOnActorDestroyedHandler ( FDelegateHandle  InHandle) const

◆ RemoveOnActorPreSpawnInitialization()

void UWorld::RemoveOnActorPreSpawnInitialization ( FDelegateHandle  InHandle) const

Remove a listener for OnActorPreSpawnInitialization events

◆ RemoveOnActorRemovedFromWorldHandler()

void UWorld::RemoveOnActorRemovedFromWorldHandler ( FDelegateHandle  InHandle) const

Remove a listener for OnActorRemovedFromWorld events

◆ RemoveOnActorSpawnedHandler()

void UWorld::RemoveOnActorSpawnedHandler ( FDelegateHandle  InHandle) const

Remove a listener for OnActorSpawned events

◆ RemoveOnPostRegisterAllActorComponentsHandler()

void UWorld::RemoveOnPostRegisterAllActorComponentsHandler ( FDelegateHandle  InHandle) const

Remove a listener for OnPostRegisterAllActorComponents events

◆ RemoveOnPreUnregisterAllActorComponentsHandler()

void UWorld::RemoveOnPreUnregisterAllActorComponentsHandler ( FDelegateHandle  InHandle) const

Remove a listener for OnPreUnregisterAllActorComponents events

◆ RemovePhysicsVolume()

void UWorld::RemovePhysicsVolume ( APhysicsVolume Volume)

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

◆ RemovePIEPrefix()

FString UWorld::RemovePIEPrefix ( const FString &  Source,
int32 OutPIEInstanceID = nullptr 
)
static

Given a string, return that string with any PIE prefix removed. Optionally returns the PIE Instance ID.

◆ RemovePostProcessVolume()

bool UWorld::RemovePostProcessVolume ( IInterface_PostProcessVolume InVolume)

Removes a post process volume from the world. Returns true if it was successfully removed.

◆ RemoveStreamingLevel()

bool UWorld::RemoveStreamingLevel ( ULevelStreaming StreamingLevelToRemove)

Remove a streaming level to the list of streamed levels to consider. Returns true if the specified level was in the streaming levels list.

◆ RemoveStreamingLevelAt()

bool UWorld::RemoveStreamingLevelAt ( int32  IndexToRemove)

Remove a streaming level to the list of streamed levels to consider. Returns true if the specified index was a valid index for removal.

◆ RemoveStreamingLevels()

int32 UWorld::RemoveStreamingLevels ( TArrayView< ULevelStreaming *const >  StreamingLevelsToRemove)

Remove multiple streaming levels to the list of streamed levels to consider. Returns a count of how many of the specified levels were in the streaming levels list

◆ RenameToPIEWorld()

void UWorld::RenameToPIEWorld ( int32  PIEInstanceID)

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

◆ RequestNewWorldOrigin()

void UWorld::RequestNewWorldOrigin ( FIntVector  InNewOriginLocation)

Request to translate world origin to specified position on next tick

◆ RequiresHitProxies()

bool UWorld::RequiresHitProxies ( ) const
inline

Accessor for bRequiresHitProxies.

◆ ResolveSubobject()

bool UWorld::ResolveSubobject ( const TCHAR SubObjectPath,
UObject *&  OutObject,
bool  bLoadIfExists 
)
overridevirtual

Called to defer loading a subobject to its top-level container object. Useful with the package override feature, where an object might not be saved in the same package as its outer, especially if the the top-level object does lazy loading of these objects.

Parameters
SubObjectPathobject path to handle, relative to the current implementer
OutObjectreceives the loaded object, or existing loaded object if bOnlyTestExistence is true and object is already loaded
bLoadIfExistsif true, load the object if it exists
Returns
true if the object loaded or exists, depending on bLoadIfExists

Reimplemented from UObject.

◆ RunTickGroup()

void UWorld::RunTickGroup ( ETickingGroup  Group,
bool  bBlockTillComplete = true 
)

Run a tick group, ticking all actors and components

Parameters
Group- Ticking group to run
bBlockTillComplete- if true, do not return until all ticks are complete

◆ SeamlessTravel()

void UWorld::SeamlessTravel ( const FString &  SeamlessTravelURL,
bool  bAbsolute = false 
)

seamlessly travels to the given URL by first loading the entry level in the background, switching to it, and then loading the specified level. Does not disrupt network communication or disconnect clients. You may need to implement GameModeBase::GetSeamlessTravelActorList(), PlayerController::GetSeamlessTravelActorList(), GameModeBase::PostSeamlessTravel(), and/or GameModeBase::HandleSeamlessTravelPlayer() to handle preserving any information that should be maintained (player teams, etc) This codepath is designed for worlds that use little or no level streaming and GameModes where the game state is reset/reloaded when transitioning. (like UT)

Parameters
URL- the URL to travel to; must be on the same server as the current URL
bAbsolute(opt) - if true, URL is absolute, otherwise relative

seamlessly travels to the given URL by first loading the entry level in the background, switching to it, and then loading the specified level. Does not disrupt network communication or disconnect clients. You may need to implement GameMode::GetSeamlessTravelActorList(), PlayerController::GetSeamlessTravelActorList(), GameMode::PostSeamlessTravel(), and/or GameMode::HandleSeamlessTravelPlayer() to handle preserving any information that should be maintained (player teams, etc) This codepath is designed for worlds that use little or no level streaming and GameModes where the game state is reset/reloaded when transitioning. (like UT)

Parameters
URLthe URL to travel to; must be relative to the current URL (same server)
bAbsolute(opt) - if true, URL is absolute, otherwise relative

◆ SendAllEndOfFrameUpdates()

void UWorld::SendAllEndOfFrameUpdates ( )

Send all render updates to the rendering thread.

◆ Serialize()

void UWorld::Serialize ( FArchive Ar)
overridevirtual

Handles reading, writing, and reference collecting using FArchive. This implementation handles all FProperty serialization, but can be overridden for native variables.

Reimplemented from UObject.

◆ ServerTravel()

bool UWorld::ServerTravel ( const FString &  FURL,
bool  bAbsolute = false,
bool  bShouldSkipGameNotify = false 
)

Jumps the server to new level. If bAbsolute is true and we are using seemless traveling, we will do an absolute travel (URL will be flushed).

Parameters
URLthe URL that we are traveling to
bAbsolutewhether we are using relative or absolute travel
bShouldSkipGameNotifywhether to notify the clients/game or not

Jumps the server to new level. If bAbsolute is true and we are using seamless traveling, we will do an absolute travel (URL will be flushed).

Parameters
URLthe URL that we are traveling to
bAbsolutewhether we are using relative or absolute travel
bShouldSkipGameNotifywhether to notify the clients/game or not

◆ SetActiveLevelCollection()

void UWorld::SetActiveLevelCollection ( int32  LevelCollectionIndex)

Sets the level collection and its context on this world. Should only be called by FScopedLevelCollectionContextSwitch.

◆ SetAllowDeferredPhysicsStateCreation()

void UWorld::SetAllowDeferredPhysicsStateCreation ( bool  bAllow)

◆ SetAudioDevice()

void UWorld::SetAudioDevice ( const FAudioDeviceHandle InHandle)

◆ SetBegunPlay()

PRAGMA_DISABLE_DEPRECATION_WARNINGS void UWorld::SetBegunPlay ( bool  bHasBegunPlay)

Whether BeginPlay has been called on actors Sets whether BeginPlay has been called for actors in the world. Use BeginPlay and EndPlay below to start the process of changing this.

◆ SetDemoNetDriver()

void UWorld::SetDemoNetDriver ( UDemoNetDriver *const  InDemoNetDriver)
inline

Sets the demo net driver for this world.

◆ SetFeatureLevel()

void UWorld::SetFeatureLevel ( ERHIFeatureLevel::Type  InFeatureLevel)
inline

◆ SetGameInstance()

void UWorld::SetGameInstance ( UGameInstance NewGI)
inline

Sets the owning game instance for this world

◆ SetGameMode()

bool UWorld::SetGameMode ( const FURL InURL)

Spawns GameMode for the level.

◆ SetGameState()

void UWorld::SetGameState ( AGameStateBase NewGameState)

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

◆ SetMapNeedsLightingFullyRebuilt()

void UWorld::SetMapNeedsLightingFullyRebuilt ( int32  InNumLightingUnbuiltObjects,
int32  InNumUnbuiltReflectionCaptures 
)

Sets NumLightingUnbuiltObjects to the specified value. Marks the worldsettings package dirty if the value changed.

Parameters
InNumLightingUnbuiltObjectsThe new value.

Sets bMapNeedsLightingFullyRebuild to the specified value. Marks the worldsettings package dirty if the value changed.

Parameters
bInMapNeedsLightingFullyRebuildThe new value.

◆ SetMaterialParameterCollectionInstanceNeedsUpdate()

void UWorld::SetMaterialParameterCollectionInstanceNeedsUpdate ( )

Used to indicate a UMaterialParameterCollectionInstance needs a deferred update

◆ SetNavigationSystem()

void UWorld::SetNavigationSystem ( UNavigationSystemBase InNavigationSystem)

Set the pointer to the Navigation System instance.

◆ SetNetDriver()

void UWorld::SetNetDriver ( UNetDriver NewDriver)
inline

Sets the net driver to use for this world

Parameters
NewDriverthe new net driver to use

◆ SetNewWorldOrigin()

bool UWorld::SetNewWorldOrigin ( FIntVector  InNewOriginLocation)

Translate world origin to specified position

◆ SetPhysicsScene()

void UWorld::SetPhysicsScene ( FPhysScene InScene)

Set the physics scene to use by this world

◆ SetSeamlessTravelMidpointPause()

void UWorld::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)

Parameters
bNowPaused- whether the transition should now be paused

◆ SetShouldForceUnloadStreamingLevels()

void UWorld::SetShouldForceUnloadStreamingLevels ( bool  bInShouldForceUnloadStreamingLevels)

◆ SetShouldForceVisibleStreamingLevels()

void UWorld::SetShouldForceVisibleStreamingLevels ( bool  bInShouldForceVisibleStreamingLevels)

◆ SetShouldTick()

void UWorld::SetShouldTick ( const bool  bInShouldTick)
inline

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. That said, for worlds that are not interactive and not rendering, it can save the cost of ticking them. This should probably never be used for a primary game world.

◆ SetStreamingLevels() [1/2]

void UWorld::SetStreamingLevels ( TArray< ULevelStreaming * > &&  StreamingLevels)

Replace the streaming levels array

◆ SetStreamingLevels() [2/2]

void UWorld::SetStreamingLevels ( TArrayView< ULevelStreaming *const >  StreamingLevels)

Replace the streaming levels array

◆ SetupParameterCollectionInstances()

void UWorld::SetupParameterCollectionInstances ( )

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

◆ SetupPhysicsTickFunctions()

void UWorld::SetupPhysicsTickFunctions ( float  DeltaSeconds)

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

◆ SetWorldDataLayers()

void UWorld::SetWorldDataLayers ( AWorldDataLayers NewWorldDataLayers)

◆ ShouldTick()

bool UWorld::ShouldTick ( ) const
inline

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

◆ SpawnActor() [1/7]

template<class T >
T * UWorld::SpawnActor ( const FActorSpawnParameters SpawnParameters = FActorSpawnParameters())
inline

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

◆ SpawnActor() [2/7]

template<class T >
T * UWorld::SpawnActor ( FVector const &  Location,
FRotator const &  Rotation,
const FActorSpawnParameters SpawnParameters = FActorSpawnParameters() 
)
inline

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

◆ SpawnActor() [3/7]

template<class T >
T * UWorld::SpawnActor ( UClass Class,
const FActorSpawnParameters SpawnParameters = FActorSpawnParameters() 
)
inline

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

◆ SpawnActor() [4/7]

template<class T >
T * UWorld::SpawnActor ( UClass Class,
FTransform const &  Transform,
const FActorSpawnParameters SpawnParameters = FActorSpawnParameters() 
)
inline

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

◆ SpawnActor() [5/7]

AActor * UWorld::SpawnActor ( UClass Class,
FTransform const *  Transform,
const FActorSpawnParameters SpawnParameters = FActorSpawnParameters() 
)

Spawn Actors with given transform and SpawnParameters

Parameters
ClassClass to Spawn
TransformWorld Transform to spawn on
SpawnParametersSpawn Parameters
Returns
Actor that just spawned

◆ SpawnActor() [6/7]

template<class T >
T * UWorld::SpawnActor ( UClass Class,
FVector const &  Location,
FRotator const &  Rotation,
const FActorSpawnParameters SpawnParameters = FActorSpawnParameters() 
)
inline

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

◆ SpawnActor() [7/7]

AActor * UWorld::SpawnActor ( UClass InClass,
FVector const *  Location = NULL,
FRotator const *  Rotation = NULL,
const FActorSpawnParameters SpawnParameters = FActorSpawnParameters() 
)

Spawn Actors with given transform and SpawnParameters

Parameters
ClassClass to Spawn
LocationLocation To Spawn
RotationRotation To Spawn
SpawnParametersSpawn Parameters
Returns
Actor that just spawned

◆ SpawnActorAbsolute() [1/3]

template<class T >
T * UWorld::SpawnActorAbsolute ( FVector const &  AbsoluteLocation,
FRotator const &  AbsoluteRotation,
const FActorSpawnParameters SpawnParameters = FActorSpawnParameters() 
)
inline

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

◆ SpawnActorAbsolute() [2/3]

AActor * UWorld::SpawnActorAbsolute ( UClass Class,
FTransform const &  AbsoluteTransform,
const FActorSpawnParameters SpawnParameters = FActorSpawnParameters() 
)

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

Parameters
ClassClass to Spawn
AbsoluteTransformWorld Transform to spawn on - without considering CDO's relative transform, thus Absolute
SpawnParametersSpawn Parameters
Returns
Actor that just spawned

◆ SpawnActorAbsolute() [3/3]

template<class T >
T * UWorld::SpawnActorAbsolute ( UClass Class,
FTransform const &  Transform,
const FActorSpawnParameters SpawnParameters = FActorSpawnParameters() 
)
inline

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

◆ SpawnActorDeferred()

template<class T >
T * UWorld::SpawnActorDeferred ( UClass Class,
FTransform const &  Transform,
AActor Owner = nullptr,
APawn *  Instigator = nullptr,
ESpawnActorCollisionHandlingMethod  CollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::Undefined,
ESpawnActorScaleMethod  TransformScaleMethod = ESpawnActorScaleMethod::MultiplyWithRoot 
)
inline

Spawns given class and returns class T pointer, forcibly sets world transform (note this allows scale as well). WILL NOT run Construction Script of Blueprints to give caller an opportunity to set parameters beforehand. Caller is responsible for invoking construction manually by calling UGameplayStatics::FinishSpawningActor (see AActor::OnConstruction).

◆ SpawnBrush()

ABrush * UWorld::SpawnBrush ( )

Spawns a Brush Actor in the World

◆ SpawnPlayActor()

APlayerController * UWorld::SpawnPlayActor ( class UPlayer Player,
ENetRole  RemoteRole,
const FURL InURL,
const FUniqueNetIdRepl UniqueId,
FString &  Error,
uint8  InNetPlayerIndex = 0,
int32  InLocalPlayerIdentifier = 0 
)

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

Parameters
Player- the Player to set on the PlayerController
RemoteRole- the RemoteRole to set on the PlayerController
URL- URL containing player options (name, etc)
UniqueId- unique net ID of the player (may be zeroed if no online subsystem or not logged in, e.g. a local game or LAN match)
Error(out) - if set, indicates that there was an error - usually is set to a property from which the calling code can look up the actual message
InNetPlayerIndex(optional) - the NetPlayerIndex to set on the PlayerController
InLocalPlayerIdentifier(optional) - the identifier of the local player on the client associated with this player controller.
Returns
the PlayerController that was spawned (may fail and return NULL)

◆ StartAsyncSendAllEndOfFrameUpdates()

void UWorld::StartAsyncSendAllEndOfFrameUpdates ( )

Starts an async region of sending frame updates to the render thread.

◆ StartPhysicsSim()

void UWorld::StartPhysicsSim ( )

Begin physics simulation

◆ StripPIEPrefixFromPackageName()

FString UWorld::StripPIEPrefixFromPackageName ( const FString &  PackageName,
const FString &  Prefix 
)
static

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

◆ SupportsMakingInvisibleTransactionRequests()

bool UWorld::SupportsMakingInvisibleTransactionRequests ( ) const

Returns whether the world supports for a client to use "making invisible" transaction requests to the server.

◆ SupportsMakingVisibleTransactionRequests()

bool UWorld::SupportsMakingVisibleTransactionRequests ( ) const

Returns whether the world supports for a client to use "making visible" transaction requests to the server.

◆ SweepMultiByChannel()

bool UWorld::SweepMultiByChannel ( TArray< struct FHitResult > &  OutHits,
const FVector Start,
const FVector End,
const FQuat Rot,
ECollisionChannel  TraceChannel,
const FCollisionShape CollisionShape,
const FCollisionQueryParams Params = FCollisionQueryParams::DefaultQueryParam,
const FCollisionResponseParams ResponseParam = FCollisionResponseParams::DefaultResponseParam 
) const

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

Parameters
OutHitsArray of hits found between ray and the world
StartStart location of the shape
EndEnd location of the shape
TraceChannelThe 'channel' that this ray is in, used to determine which components to hit
CollisionShapeCollisionShape - supports Box, Sphere, Capsule
ParamsAdditional parameters used for the trace
ResponseParamResponseContainer to be used for this trace
Returns
TRUE if OutHits contains any blocking hit entries

◆ SweepMultiByObjectType()

bool UWorld::SweepMultiByObjectType ( TArray< struct FHitResult > &  OutHits,
const FVector Start,
const FVector End,
const FQuat Rot,
const FCollisionObjectQueryParams ObjectQueryParams,
const FCollisionShape CollisionShape,
const FCollisionQueryParams Params = FCollisionQueryParams::DefaultQueryParam 
) const

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

Parameters
OutHitsArray of hits found between ray and the world
StartStart location of the shape
EndEnd location of the shape
ObjectQueryParamsList of object types it's looking for
CollisionShapeCollisionShape - supports Box, Sphere, Capsule
ParamsAdditional parameters used for the trace
Returns
TRUE if any hit is found

◆ SweepMultiByProfile()

bool UWorld::SweepMultiByProfile ( TArray< FHitResult > &  OutHits,
const FVector Start,
const FVector End,
const FQuat Rot,
FName  ProfileName,
const FCollisionShape CollisionShape,
const FCollisionQueryParams Params = FCollisionQueryParams::DefaultQueryParam 
) const

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

Parameters
OutHitsArray of hits found between ray and the world
StartStart location of the shape
EndEnd location of the shape
ProfileNameThe 'profile' used to determine which components to hit
CollisionShapeCollisionShape - supports Box, Sphere, Capsule
ParamsAdditional parameters used for the trace
Returns
TRUE if OutHits contains any blocking hit entries

◆ SweepSingleByChannel()

bool UWorld::SweepSingleByChannel ( struct FHitResult OutHit,
const FVector Start,
const FVector End,
const FQuat Rot,
ECollisionChannel  TraceChannel,
const FCollisionShape CollisionShape,
const FCollisionQueryParams Params = FCollisionQueryParams::DefaultQueryParam,
const FCollisionResponseParams ResponseParam = FCollisionResponseParams::DefaultResponseParam 
) const

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

Parameters
OutHitFirst blocking hit found
StartStart location of the shape
EndEnd location of the shape
TraceChannelThe 'channel' that this trace is in, used to determine which components to hit
CollisionShapeCollisionShape - supports Box, Sphere, Capsule
ParamsAdditional parameters used for the trace
ResponseParamResponseContainer to be used for this trace
Returns
TRUE if OutHits contains any blocking hit entries

◆ SweepSingleByObjectType()

bool UWorld::SweepSingleByObjectType ( struct FHitResult OutHit,
const FVector Start,
const FVector End,
const FQuat Rot,
const FCollisionObjectQueryParams ObjectQueryParams,
const FCollisionShape CollisionShape,
const FCollisionQueryParams Params = FCollisionQueryParams::DefaultQueryParam 
) const

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

Parameters
OutHitFirst blocking hit found
StartStart location of the shape
EndEnd location of the shape
ObjectQueryParamsList of object types it's looking for
CollisionShapeCollisionShape - supports Box, Sphere, Capsule
ParamsAdditional parameters used for the trace
Returns
TRUE if any hit is found

◆ SweepSingleByProfile()

bool UWorld::SweepSingleByProfile ( struct FHitResult OutHit,
const FVector Start,
const FVector End,
const FQuat Rot,
FName  ProfileName,
const FCollisionShape CollisionShape,
const FCollisionQueryParams Params = FCollisionQueryParams::DefaultQueryParam 
) const

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

Parameters
OutHitFirst blocking hit found
StartStart location of the shape
EndEnd location of the shape
ProfileNameThe 'profile' used to determine which components to hit
CollisionShapeCollisionShape - supports Box, Sphere, Capsule
ParamsAdditional parameters used for the trace
Returns
TRUE if OutHits contains any blocking hit entries

◆ SweepTestByChannel()

bool UWorld::SweepTestByChannel ( const FVector Start,
const FVector End,
const FQuat Rot,
ECollisionChannel  TraceChannel,
const FCollisionShape CollisionShape,
const FCollisionQueryParams Params = FCollisionQueryParams::DefaultQueryParam,
const FCollisionResponseParams ResponseParam = FCollisionResponseParams::DefaultResponseParam 
) const

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

Parameters
StartStart location of the shape
EndEnd location of the shape
TraceChannelThe 'channel' that this trace uses, used to determine which components to hit
CollisionShapeCollisionShape - supports Box, Sphere, Capsule
ParamsAdditional parameters used for the trace
ResponseParamResponseContainer to be used for this trace
Returns
TRUE if a blocking hit is found

◆ SweepTestByObjectType()

bool UWorld::SweepTestByObjectType ( const FVector Start,
const FVector End,
const FQuat Rot,
const FCollisionObjectQueryParams ObjectQueryParams,
const FCollisionShape CollisionShape,
const FCollisionQueryParams Params = FCollisionQueryParams::DefaultQueryParam 
) const

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

Parameters
StartStart location of the shape
EndEnd location of the shape
ObjectQueryParamsList of object types it's looking for
CollisionShapeCollisionShape - supports Box, Sphere, Capsule
ParamsAdditional parameters used for the trace
Returns
TRUE if any hit is found

◆ SweepTestByProfile()

bool UWorld::SweepTestByProfile ( const FVector Start,
const FVector End,
const FQuat Rot,
FName  ProfileName,
const FCollisionShape CollisionShape,
const FCollisionQueryParams Params 
) const

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

Parameters
StartStart location of the shape
EndEnd location of the shape
ProfileNameThe 'profile' used to determine which components to hit
CollisionShapeCollisionShape - supports Box, Sphere, Capsule
ParamsAdditional parameters used for the trace
Returns
TRUE if a blocking hit is found

◆ Tick()

void UWorld::Tick ( ELevelTick  TickType,
float  DeltaSeconds 
)

Update the level after a variable amount of time, DeltaSeconds, has passed. All child actors are ticked after their owners have been ticked.

◆ TickNetClient()

void UWorld::TickNetClient ( float  DeltaSeconds)

Do per frame tick behaviors related to the network driver

◆ TimeSince()

double UWorld::TimeSince ( double  Time) const
inline

Helper for getting the time since a certain time.

◆ TransferBlueprintDebugReferences()

void UWorld::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

Parameters
NewWorldThe new world to find equivalent objects in

◆ TriggerStreamingDataRebuild()

void UWorld::TriggerStreamingDataRebuild ( )

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

◆ UpdateAllSkyCaptures()

void UWorld::UpdateAllSkyCaptures ( )

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

◆ UpdateConstraintActors()

void UWorld::UpdateConstraintActors ( )

Updates all physics constraint actor joint locations.

Updates all physics constraint actor joint locations.

◆ UpdateCullDistanceVolumes()

bool UWorld::UpdateCullDistanceVolumes ( AActor ActorToUpdate = nullptr,
UPrimitiveComponent *  ComponentToUpdate = nullptr 
)

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

Parameters
ComponentToUpdateIf specified just that Component will be updated
ActorToUpdateIf specified (and ComponentToUpdate is not specified), all Components owned by this Actor will be updated
Returns
True if the passed in actors or components were within a volume

◆ UpdateLevelStreaming()

void UWorld::UpdateLevelStreaming ( const TOptional< const UE::FTimeout > &  ExternalTimeout = TOptional<const UE::FTimeout>())

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

Parameters
ExternalTimeoutOptional soft limit to the time this function is allowed to take [time-slicing].

◆ UpdateParameterCollectionInstances()

void UWorld::UpdateParameterCollectionInstances ( bool  bUpdateInstanceUniformBuffers,
bool  bRecreateUniformBuffer 
)

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

◆ UpdateStreamingLevelPriority()

void UWorld::UpdateStreamingLevelPriority ( ULevelStreaming StreamingLevel)

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

◆ UpdateStreamingLevelShouldBeConsidered()

void UWorld::UpdateStreamingLevelShouldBeConsidered ( ULevelStreaming StreamingLevelToConsider)

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.

◆ UpdateWorldComponents()

void UWorld::UpdateWorldComponents ( bool  bRerunConstructionScripts,
bool  bCurrentLevelOnly,
FRegisterComponentContext Context = nullptr 
)

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

Parameters
bRerunConstructionScriptsIf we should rerun construction scripts on actors
bCurrentLevelOnlyIf true, affect only the current level.

◆ UsesGameHiddenFlags()

bool UWorld::UsesGameHiddenFlags ( ) const

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

◆ WelcomePlayer()

void UWorld::WelcomePlayer ( UNetConnection Connection)

Welcome a new player joining this server.

Friends And Related Symbol Documentation

◆ FPhysicsAsyncQueryReporter

friend class FPhysicsAsyncQueryReporter
friend

◆ FWorldNotifyStreamingLevelLoading

Member Data Documentation

◆ AudioDeviceHandle

FAudioDeviceHandle UWorld::AudioDeviceHandle

Handle to the active audio device for this world.

◆ AudioTimeSeconds

double UWorld::AudioTimeSeconds

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

◆ AudioVolumes

TArray<class AAudioVolume*> UWorld::AudioVolumes

Set of AudioVolumes sorted by

◆ bActorsInitialized

uint8 UWorld::bActorsInitialized

Whether actors have been initialized for play

◆ bAggressiveLOD

uint8 UWorld::bAggressiveLOD

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

◆ bAllowAudioPlayback

uint8 UWorld::bAllowAudioPlayback

Indicates this scene always allows audio playback.

◆ bAreConstraintsDirty

uint8 UWorld::bAreConstraintsDirty

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

◆ bCreateRenderStateForHiddenComponentsWithCollsion

uint8 UWorld::bCreateRenderStateForHiddenComponentsWithCollsion

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

◆ bDebugDrawAllTraceTags

bool UWorld::bDebugDrawAllTraceTags

When set to true, all scene queries will be drawn

◆ bDebugPauseExecution

uint8 UWorld::bDebugPauseExecution

◆ bDoDelayedUpdateCullDistanceVolumes

uint8 UWorld::bDoDelayedUpdateCullDistanceVolumes

True we want to execute a call to UpdateCulledTriggerVolumes during Tick

◆ bDropDetail

uint8 UWorld::bDropDetail

frame rate is below DesiredFrameRate, so drop high detail actors

◆ bInTick

uint8 UWorld::bInTick

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

◆ bIsBuilt

uint8 UWorld::bIsBuilt

Whether we have already built the collision tree or not

◆ bIsCameraMoveableWhenPaused

uint8 UWorld::bIsCameraMoveableWhenPaused

When set, camera is potentially moveable even when paused

◆ bIsDefaultLevel

uint8 UWorld::bIsDefaultLevel

That map is default map or not

◆ bIsLevelStreamingFrozen

uint8 UWorld::bIsLevelStreamingFrozen

Is level streaming currently frozen?

◆ bIsRunningConstructionScript

uint8 UWorld::bIsRunningConstructionScript

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

◆ bIsTearingDown

uint8 UWorld::bIsTearingDown

Is the world being torn down

◆ bIsWorldInitialized

uint8 UWorld::bIsWorldInitialized

Whether world object has been initialized via Init and has not yet had CleanupWorld called

◆ bKismetScriptError

uint8 UWorld::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.

◆ bMatchStarted

uint8 UWorld::bMatchStarted

Whether the match has been started

◆ bPlayersOnly

uint8 UWorld::bPlayersOnly

When ticking the world, only update players.

◆ bPlayersOnlyPending

uint8 UWorld::bPlayersOnlyPending

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

◆ bPostTickComponentUpdate

uint8 UWorld::bPostTickComponentUpdate

Indicates that during world ticking we are doing the final component update of dirty components (after PostAsyncWork and effect physics scene has run.

◆ bRequestedBlockOnAsyncLoading

uint8 UWorld::bRequestedBlockOnAsyncLoading

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

◆ bShouldSimulatePhysics

uint8 UWorld::bShouldSimulatePhysics

If true this world will tick physics to simulate. This isn't same as having Physics Scene. You need Physics Scene if you'd like to trace. This flag changed ticking

◆ bStartup

uint8 UWorld::bStartup

Is the world in its actor initialization phase.

◆ bTickNewlySpawned

uint8 UWorld::bTickNewlySpawned

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

◆ bTriggerPostLoadMap

uint8 UWorld::bTriggerPostLoadMap

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

◆ bWorldWasLoadedThisTick

uint8 UWorld::bWorldWasLoadedThisTick

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

◆ CachedViewInfoRenderedLastFrame

TArray<FWorldCachedViewInfo> UWorld::CachedViewInfoRenderedLastFrame

Cached view information from the last rendered frame.

◆ CommittedPersistentLevelName

FName UWorld::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)

◆ ContentBundleManager

TObjectPtr<class UContentBundleManager> UWorld::ContentBundleManager

◆ DebugDrawTraceTag

FName UWorld::DebugDrawTraceTag

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

◆ DefaultPhysicsScene_Chaos

TSharedPtr<FPhysScene_Chaos> UWorld::DefaultPhysicsScene_Chaos

Default global physics scene.

◆ DeltaRealTimeSeconds

float UWorld::DeltaRealTimeSeconds

Frame delta time in seconds with no adjustment for time dilation.

◆ DeltaTimeSeconds

float UWorld::DeltaTimeSeconds

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

◆ EndPhysicsTickFunction

FEndPhysicsTickFunction UWorld::EndPhysicsTickFunction

Tick function for ending physics

◆ FeatureLevel

TEnumAsByte<ERHIFeatureLevel::Type> UWorld::FeatureLevel

The current renderer feature level of this world

◆ FlushLevelStreamingType

EFlushLevelStreamingType UWorld::FlushLevelStreamingType

Whether we flushing level streaming state

◆ FXSystem

class FFXSystemInterface* UWorld::FXSystem

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

◆ GameStateSetEvent

FOnGameStateSetEvent UWorld::GameStateSetEvent

Called whenever the gamestate is set on the world.

◆ LastRenderTime

double UWorld::LastRenderTime = 0.0

WorldTimeSeconds when this world was last rendered.

◆ LastTimeUnbuiltLightingWasEncountered

double UWorld::LastTimeUnbuiltLightingWasEncountered

Time in FPlatformTime::Seconds unbuilt time was last encountered. 0 means not yet.

◆ MyParticleEventManager

TObjectPtr<class AParticleEventManager> UWorld::MyParticleEventManager

Particle event manager

◆ NextSwitchCountdown

float UWorld::NextSwitchCountdown

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

See also
ServerTravelPause

◆ NextTravelType

TEnumAsByte<ETravelType> UWorld::NextTravelType

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

◆ NextURL

FString UWorld::NextURL

The URL to be used for the upcoming server travel

◆ NumLightingUnbuiltObjects

uint32 UWorld::NumLightingUnbuiltObjects

This is a int on the level which is set when a light that needs to have lighting rebuilt is moved. This is then checked in CheckMap for errors to let you know that this level should have lighting rebuilt.

◆ NumTextureStreamingDirtyResources

int32 UWorld::NumTextureStreamingDirtyResources

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

◆ NumTextureStreamingUnbuiltComponents

int32 UWorld::NumTextureStreamingUnbuiltComponents

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

◆ NumUnbuiltReflectionCaptures

uint32 UWorld::NumUnbuiltReflectionCaptures

◆ OnActorsInitialized

FOnWorldInitializedActors UWorld::OnActorsInitialized

◆ OnBeginPostProcessSettings

FOnBeginPostProcessSettings UWorld::OnBeginPostProcessSettings

◆ OnWorldBeginPlay

FOnWorldBeginPlay UWorld::OnWorldBeginPlay

◆ OnWorldMatchStarting

FOnMatchStarting UWorld::OnWorldMatchStarting

◆ OnWorldPreBeginPlay

FOnWorldPreBeginPlay UWorld::OnWorldPreBeginPlay

◆ OriginLocation

FIntVector UWorld::OriginLocation

Current location of this world origin

◆ OriginOffsetThisFrame

FVector UWorld::OriginOffsetThisFrame

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

◆ ParticlePerfStats

FParticlePerfStats* UWorld::ParticlePerfStats = nullptr
mutable

◆ PauseDelay

double UWorld::PauseDelay

time at which to start pause

◆ PerfTrackers

FWorldInGamePerformanceTrackers* UWorld::PerfTrackers

◆ PhysicsField

TObjectPtr<class UPhysicsFieldComponent> UWorld::PhysicsField

Physics Field component.

◆ PhysicsScene_Chaos

TSharedPtr<FPhysScene_Chaos> UWorld::PhysicsScene_Chaos

Current global physics scene.

◆ PlayerNum

int32 UWorld::PlayerNum

Counter for allocating game- unique controller player numbers

◆ PostProcessVolumes

TArray< IInterface_PostProcessVolume * > UWorld::PostProcessVolumes

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

◆ PreparingLevelNames

TArray<FName> UWorld::PreparingLevelNames

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

◆ RealTimeSeconds

double UWorld::RealTimeSeconds

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

◆ RequestedOriginLocation

FIntVector UWorld::RequestedOriginLocation

Requested new world origin location

◆ Scene

class FSceneInterface* UWorld::Scene

The interface to the scene manager for this world.

◆ StartPhysicsTickFunction

FStartPhysicsTickFunction UWorld::StartPhysicsTickFunction

Tick function for starting physics

◆ StreamingLevelsPrefix

FString UWorld::StreamingLevelsPrefix

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

◆ StreamingVolumeUpdateDelay

int32 UWorld::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)

◆ TickGroup

TEnumAsByte<ETickingGroup> UWorld::TickGroup

The current ticking group

◆ TimeSeconds

double UWorld::TimeSeconds

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

◆ UnpausedTimeSeconds

double UWorld::UnpausedTimeSeconds

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

◆ URL

FURL UWorld::URL

The URL that was used when loading this World.

◆ ViewLocationsRenderedLastFrame

PRAGMA_ENABLE_DEPRECATION_WARNINGS TArray<FVector> UWorld::ViewLocationsRenderedLastFrame

View locations rendered in the previous frame, if any.

◆ WorldComposition

TObjectPtr<class UWorldComposition> UWorld::WorldComposition

All levels information from which our world is composed

◆ WorldType

TEnumAsByte<EWorldType::Type> UWorld::WorldType

The type of world this is. Describes the context in which it is being used (Editor, Game, Preview etc.)

◆ WorldTypePreLoadMap

TMap< FName, EWorldType::Type > UWorld::WorldTypePreLoadMap
static

A static map that is populated before loading a world from a package. This is so UWorld can look up its WorldType in PostLoad


The documentation for this class was generated from the following files: