Class World
The World is the top level object representing a map or a sandbox in which Actors and Components will exist and be rendered.
Inherited Members
Namespace: UE4.Engine
Assembly: UE4DotNet.dll
Syntax
public class World : UObject
Remarks
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.
Properties
| Improve this Doc View SourceActiveGroupActors
Group actors currently "active"
Declaration
public ObjectArrayField<Actor> ActiveGroupActors { get; }
Property Value
Type | Description |
---|---|
ObjectArrayField<Actor> |
AISystem
The AI System handles generating pathing information and AI behavior
Declaration
public AISystemBase AISystem { get; set; }
Property Value
Type | Description |
---|---|
AISystemBase |
AuthorityGameMode
The current GameMode, valid only on the server
Declaration
public GameModeBase AuthorityGameMode { get; set; }
Property Value
Type | Description |
---|---|
GameModeBase |
AvoidanceManager
RVO avoidance manager used by game
Declaration
public AvoidanceManager AvoidanceManager { get; set; }
Property Value
Type | Description |
---|---|
AvoidanceManager |
bAreConstraintsDirty
Declaration
public bool bAreConstraintsDirty { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
CanvasForDrawMaterialToRenderTarget
Canvas for Draw Material to Render Target
Declaration
public Canvas CanvasForDrawMaterialToRenderTarget { get; set; }
Property Value
Type | Description |
---|---|
Canvas |
CanvasForRenderingToTarget
Canvas object used for drawing to render targets from blueprint functions eg DrawMaterialToRenderTarget.
Declaration
public Canvas CanvasForRenderingToTarget { get; set; }
Property Value
Type | Description |
---|---|
Canvas |
Remarks
This is cached as UCanvas creation takes >100ms.
CurrentLevel
Pointer to the current level being edited. Level has to be in the Levels array and == PersistentLevel in the game.
Declaration
public Level CurrentLevel { get; set; }
Property Value
Type | Description |
---|---|
Level |
CurrentLevelPendingInvisibility
Pointer to the current level in the queue to be made invisible, NULL if none are pending.
Declaration
public Level CurrentLevelPendingInvisibility { get; set; }
Property Value
Type | Description |
---|---|
Level |
CurrentLevelPendingVisibility
Pointer to the current level in the queue to be made visible, NULL if none are pending.
Declaration
public Level CurrentLevelPendingVisibility { get; set; }
Property Value
Type | Description |
---|---|
Level |
DefaultObject
Get UE4 Default Object for this Class
Declaration
public static World DefaultObject { get; }
Property Value
Type | Description |
---|---|
World |
DefaultPhysicsVolume
DefaultPhysicsVolume used for whole game *
Declaration
public PhysicsVolume DefaultPhysicsVolume { get; set; }
Property Value
Type | Description |
---|---|
PhysicsVolume |
DemoNetDriver
Fake NetDriver for capturing network traffic to record demos
Declaration
public DemoNetDriver DemoNetDriver { get; set; }
Property Value
Type | Description |
---|---|
DemoNetDriver |
ExtraReferencedObjects
Array of any additional objects that need to be referenced by this world, to make sure they aren't GC'd
Declaration
public ObjectArrayField<UObject> ExtraReferencedObjects { get; }
Property Value
Type | Description |
---|---|
ObjectArrayField<UObject> |
ForegroundLineBatcher
Foreground Line Batchers. This can't be Persistent.
Declaration
public LineBatchComponent ForegroundLineBatcher { get; set; }
Property Value
Type | Description |
---|---|
LineBatchComponent |
GameState
Declaration
public GameStateBase GameState { get; set; }
Property Value
Type | Description |
---|---|
GameStateBase |
Layers
List of all the layers referenced by the world's actors
Declaration
public ObjectArrayField<Layer> Layers { get; }
Property Value
Type | Description |
---|---|
ObjectArrayField<Layer> |
Levels
Array of levels currently in this world. Not serialized to disk to avoid hard references.
Declaration
public ObjectArrayField<Level> Levels { get; }
Property Value
Type | Description |
---|---|
ObjectArrayField<Level> |
LineBatcher
Line Batchers. All lines to be drawn in the world.
Declaration
public LineBatchComponent LineBatcher { get; set; }
Property Value
Type | Description |
---|---|
LineBatchComponent |
MyParticleEventManager
Particle event manager *
Declaration
public ParticleEventManager MyParticleEventManager { get; set; }
Property Value
Type | Description |
---|---|
ParticleEventManager |
NavigationSystem
The world's navigation data manager
Declaration
public NavigationSystemBase NavigationSystem { get; set; }
Property Value
Type | Description |
---|---|
NavigationSystemBase |
NetDriver
The NAME_GameNetDriver game connection(s) for client/server communication
Declaration
public NetDriver NetDriver { get; set; }
Property Value
Type | Description |
---|---|
NetDriver |
NetworkManager
Instance of this world's game-specific networking management
Declaration
public GameNetworkManager NetworkManager { get; set; }
Property Value
Type | Description |
---|---|
GameNetworkManager |
OwningGameInstance
Owning Game Instance
Declaration
public GameInstance OwningGameInstance { get; set; }
Property Value
Type | Description |
---|---|
GameInstance |
ParameterCollectionInstances
Parameter collection instances that hold parameter overrides for this world.
Declaration
public ObjectArrayField<MaterialParameterCollectionInstance> ParameterCollectionInstances { get; }
Property Value
Type | Description |
---|---|
ObjectArrayField<MaterialParameterCollectionInstance> |
PerModuleDataObjects
External modules can have additional data associated with this UWorld.
Declaration
public ObjectArrayField<UObject> PerModuleDataObjects { get; }
Property Value
Type | Description |
---|---|
ObjectArrayField<UObject> |
Remarks
This is a list of per module world data objects. These aren't loaded/saved by default.
PersistentLevel
Persistent level containing the world info, default brush and actors spawned during gameplay among other things
Declaration
public Level PersistentLevel { get; set; }
Property Value
Type | Description |
---|---|
Level |
PersistentLineBatcher
Persistent Line Batchers. They don't get flushed every frame.
Declaration
public LineBatchComponent PersistentLineBatcher { get; set; }
Property Value
Type | Description |
---|---|
LineBatchComponent |
PhysicsCollisionHandler
Instance of this world's game-specific physics collision handler
Declaration
public PhysicsCollisionHandler PhysicsCollisionHandler { get; set; }
Property Value
Type | Description |
---|---|
PhysicsCollisionHandler |
PSCPool
PSCPool
Declaration
public WorldPSCPool PSCPool { get; set; }
Property Value
Type | Description |
---|---|
WorldPSCPool |
SelectedLevels
Array of selected levels currently in this world. Not serialized to disk to avoid hard references.
Declaration
public ObjectArrayField<Level> SelectedLevels { get; }
Property Value
Type | Description |
---|---|
ObjectArrayField<Level> |
StaticClass
Get UE4 Class
Declaration
public static Class StaticClass { get; }
Property Value
Type | Description |
---|---|
Class |
StreamingLevels
Level collection. ULevels are referenced by FName (Package name) to avoid serialized references. Also contains offsets in world units
Declaration
public ObjectArrayField<LevelStreaming> StreamingLevels { get; }
Property Value
Type | Description |
---|---|
ObjectArrayField<LevelStreaming> |
ThumbnailInfo
Information for thumbnail rendering
Declaration
public ThumbnailInfo ThumbnailInfo { get; set; }
Property Value
Type | Description |
---|---|
ThumbnailInfo |
WorldComposition
All levels information from which our world is composed
Declaration
public WorldComposition WorldComposition { get; set; }
Property Value
Type | Description |
---|---|
WorldComposition |
Methods
| Improve this Doc View SourceNew(UObject, Name)
Spawn an object of this class
Declaration
public static World New(UObject obj = null, Name name = default(Name))
Parameters
Type | Name | Description |
---|---|---|
UObject | obj | |
Name | name |
Returns
Type | Description |
---|---|
World |
Operators
| Improve this Doc View SourceImplicit(IntPtr to World)
Convert from IntPtr to UObject
Declaration
public static implicit operator World(IntPtr p)
Parameters
Type | Name | Description |
---|---|---|
System.IntPtr | p |
Returns
Type | Description |
---|---|
World |