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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.

Inheritance
System.Object
UObject
World
Inherited Members
UObject.TransientPackage
UObject.CastTo<T>(UObject)
UObject.CastTo(UObject, Type)
UObject.RemoveObject(UObject)
UObject.MakeObjectArrayField<T>(NativeArray*)
UObject.NotImplemented<T>()
UObject.Construct()
UObject.GetHashCode()
UObject.GetName()
UObject.ToString()
UObject.Name
UObject._None
UObject.None
UObject.ObjPointer
UObject.LoadObjectFromClass(Class, UObject, String, String, LoadFlags, PackageMap, Boolean)
UObject.LoadClass(Class, UObject, String, String, LoadFlags, PackageMap)
UObject.GetPropertyFor<T>(Name)
UObject.ExecuteUbergraph
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
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

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ActiveGroupActors

Group actors currently "active"

Declaration
public ObjectArrayField<Actor> ActiveGroupActors { get; }
Property Value
Type Description
ObjectArrayField<Actor>
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AISystem

The AI System handles generating pathing information and AI behavior

Declaration
public AISystemBase AISystem { get; set; }
Property Value
Type Description
AISystemBase
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AuthorityGameMode

The current GameMode, valid only on the server

Declaration
public GameModeBase AuthorityGameMode { get; set; }
Property Value
Type Description
GameModeBase
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AvoidanceManager

RVO avoidance manager used by game

Declaration
public AvoidanceManager AvoidanceManager { get; set; }
Property Value
Type Description
AvoidanceManager
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bAreConstraintsDirty

Declaration
public bool bAreConstraintsDirty { get; set; }
Property Value
Type Description
System.Boolean
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CanvasForDrawMaterialToRenderTarget

Canvas for Draw Material to Render Target

Declaration
public Canvas CanvasForDrawMaterialToRenderTarget { get; set; }
Property Value
Type Description
Canvas
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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.

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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
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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
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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
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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static World DefaultObject { get; }
Property Value
Type Description
World
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DefaultPhysicsVolume

DefaultPhysicsVolume used for whole game *

Declaration
public PhysicsVolume DefaultPhysicsVolume { get; set; }
Property Value
Type Description
PhysicsVolume
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DemoNetDriver

Fake NetDriver for capturing network traffic to record demos

Declaration
public DemoNetDriver DemoNetDriver { get; set; }
Property Value
Type Description
DemoNetDriver
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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>
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ForegroundLineBatcher

Foreground Line Batchers. This can't be Persistent.

Declaration
public LineBatchComponent ForegroundLineBatcher { get; set; }
Property Value
Type Description
LineBatchComponent
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GameState

Declaration
public GameStateBase GameState { get; set; }
Property Value
Type Description
GameStateBase
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Layers

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

Declaration
public ObjectArrayField<Layer> Layers { get; }
Property Value
Type Description
ObjectArrayField<Layer>
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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>
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LineBatcher

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

Declaration
public LineBatchComponent LineBatcher { get; set; }
Property Value
Type Description
LineBatchComponent
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MyParticleEventManager

Particle event manager *

Declaration
public ParticleEventManager MyParticleEventManager { get; set; }
Property Value
Type Description
ParticleEventManager
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NavigationSystem

The world's navigation data manager

Declaration
public NavigationSystemBase NavigationSystem { get; set; }
Property Value
Type Description
NavigationSystemBase
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NetDriver

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

Declaration
public NetDriver NetDriver { get; set; }
Property Value
Type Description
NetDriver
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NetworkManager

Instance of this world's game-specific networking management

Declaration
public GameNetworkManager NetworkManager { get; set; }
Property Value
Type Description
GameNetworkManager
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OwningGameInstance

Owning Game Instance

Declaration
public GameInstance OwningGameInstance { get; set; }
Property Value
Type Description
GameInstance
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ParameterCollectionInstances

Parameter collection instances that hold parameter overrides for this world.

Declaration
public ObjectArrayField<MaterialParameterCollectionInstance> ParameterCollectionInstances { get; }
Property Value
Type Description
ObjectArrayField<MaterialParameterCollectionInstance>
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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.

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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
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PersistentLineBatcher

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

Declaration
public LineBatchComponent PersistentLineBatcher { get; set; }
Property Value
Type Description
LineBatchComponent
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PhysicsCollisionHandler

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

Declaration
public PhysicsCollisionHandler PhysicsCollisionHandler { get; set; }
Property Value
Type Description
PhysicsCollisionHandler
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PSCPool

PSCPool

Declaration
public WorldPSCPool PSCPool { get; set; }
Property Value
Type Description
WorldPSCPool
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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>
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StaticClass

Get UE4 Class

Declaration
public static Class StaticClass { get; }
Property Value
Type Description
Class
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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>
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ThumbnailInfo

Information for thumbnail rendering

Declaration
public ThumbnailInfo ThumbnailInfo { get; set; }
Property Value
Type Description
ThumbnailInfo
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WorldComposition

All levels information from which our world is composed

Declaration
public WorldComposition WorldComposition { get; set; }
Property Value
Type Description
WorldComposition

Methods

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New(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

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Implicit(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
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