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Class WorldSettings

Actor containing all script accessible world properties.

Inheritance
System.Object
UObject
Actor
Info
WorldSettings
Inherited Members
Info.SpriteComponent
Actor.K2_OnBecomeViewTarget
Actor.K2_OnEndViewTarget
Actor.K2_OnReset
Actor.ReceiveActorBeginCursorOver
Actor.ReceiveActorBeginOverlap
Actor.ReceiveActorEndCursorOver
Actor.ReceiveActorEndOverlap
Actor.ReceiveActorOnClicked
Actor.ReceiveActorOnInputTouchBegin
Actor.ReceiveActorOnInputTouchEnd
Actor.ReceiveActorOnInputTouchEnter
Actor.ReceiveActorOnInputTouchLeave
Actor.ReceiveActorOnReleased
Actor.ReceiveAnyDamage
Actor.ReceiveBeginPlay
Actor.ReceiveDestroyed
Actor.ReceiveEndPlay
Actor.ReceiveHit
Actor.ReceivePointDamage
Actor.ReceiveRadialDamage
Actor.ReceiveTick
Actor.UserConstructionScript
Actor.ActorHasTag(Name)
Actor.AddComponent(Name, Boolean, Transform, UObject)
Actor.AddTickPrerequisiteActor(Actor)
Actor.AddTickPrerequisiteComponent(ActorComponent)
Actor.DetachRootComponentFromParent(Boolean)
Actor.DisableInput(PlayerController)
Actor.EnableInput(PlayerController)
Actor.FlushNetDormancy()
Actor.ForceNetUpdate()
Actor.GetActorBounds(Boolean)
Actor.GetActorEnableCollision()
Actor.GetActorEyesViewPoint()
Actor.GetActorForwardVector()
Actor.GetActorLabel()
Actor.GetActorRelativeScale3D()
Actor.GetActorRightVector()
Actor.GetActorScale3D()
Actor.GetActorTickInterval()
Actor.GetActorTimeDilation()
Actor.GetActorUpVector()
Actor.GetAllChildActors(Boolean)
Actor.GetAttachedActors()
Actor.GetAttachParentActor()
Actor.GetAttachParentSocketName()
Actor.GetComponentByClass(SubclassOf<ActorComponent>)
Actor.GetComponentsByClass(SubclassOf<ActorComponent>)
Actor.GetComponentsByTag(SubclassOf<ActorComponent>, Name)
Actor.GetDistanceTo(Actor)
Actor.GetDotProductTo(Actor)
Actor.GetFolderPath(Name)
Actor.GetGameTimeSinceCreation()
Actor.GetHorizontalDistanceTo(Actor)
Actor.GetHorizontalDotProductTo(Actor)
Actor.GetInputAxisKeyValue(Key)
Actor.GetInputAxisValue(Name)
Actor.GetInputVectorAxisValue(Key)
Actor.GetInstigator()
Actor.GetInstigatorController()
Actor.GetLifeSpan()
Actor.GetLocalRole()
Actor.GetOverlappingActors(SubclassOf<Actor>)
Actor.GetOverlappingComponents()
Actor.GetOwner()
Actor.GetParentActor()
Actor.GetParentComponent()
Actor.GetRemoteRole()
Actor.GetSquaredDistanceTo(Actor)
Actor.GetTickableWhenPaused()
Actor.GetTransform()
Actor.GetVelocity()
Actor.GetVerticalDistanceTo(Actor)
Actor.HasAuthority()
Actor.IsActorBeingDestroyed()
Actor.IsActorTickEnabled()
Actor.IsChildActor()
Actor.IsEditable()
Actor.IsHiddenEd()
Actor.IsHiddenEdAtStartup()
Actor.IsOverlappingActor(Actor)
Actor.IsSelectable()
Actor.IsTemporarilyHiddenInEditor(Boolean)
Actor.K2_AddActorLocalOffset(Vector, Boolean, Boolean)
Actor.K2_AddActorLocalRotation(Rotator, Boolean, Boolean)
Actor.K2_AddActorLocalTransform(Transform, Boolean, Boolean)
Actor.K2_AddActorWorldOffset(Vector, Boolean, Boolean)
Actor.K2_AddActorWorldRotation(Rotator, Boolean, Boolean)
Actor.K2_AddActorWorldTransform(Transform, Boolean, Boolean)
Actor.K2_AttachRootComponentTo(SceneComponent, Name, Byte, Boolean)
Actor.K2_AttachRootComponentToActor(Actor, Name, Byte, Boolean)
Actor.K2_AttachToActor(Actor, Name, EAttachmentRule, EAttachmentRule, EAttachmentRule, Boolean)
Actor.K2_AttachToComponent(SceneComponent, Name, EAttachmentRule, EAttachmentRule, EAttachmentRule, Boolean)
Actor.K2_DestroyActor()
Actor.K2_DestroyComponent(ActorComponent)
Actor.K2_DetachFromActor(EDetachmentRule, EDetachmentRule, EDetachmentRule)
Actor.K2_GetActorLocation()
Actor.K2_GetActorRotation()
Actor.K2_GetRootComponent()
Actor.K2_SetActorLocation(Vector, Boolean, Boolean)
Actor.K2_SetActorLocationAndRotation(Vector, Rotator, Boolean, Boolean)
Actor.K2_SetActorRelativeLocation(Vector, Boolean, Boolean)
Actor.K2_SetActorRelativeRotation(Rotator, Boolean, Boolean)
Actor.K2_SetActorRelativeTransform(Transform, Boolean, Boolean)
Actor.K2_SetActorRotation(Rotator, Boolean)
Actor.K2_SetActorTransform(Transform, Boolean, Boolean)
Actor.K2_TeleportTo(Vector, Rotator)
Actor.MakeMIDForMaterial(MaterialInterface)
Actor.MakeNoise(Single, Pawn, Vector, Single, Name)
Actor.PrestreamTextures(Single, Boolean, Int32)
Actor.RemoveTickPrerequisiteActor(Actor)
Actor.RemoveTickPrerequisiteComponent(ActorComponent)
Actor.SetActorEnableCollision(Boolean)
Actor.SetActorHiddenInGame(Boolean)
Actor.SetActorLabel(String, Boolean)
Actor.SetActorRelativeScale3D(Vector)
Actor.SetActorScale3D(Vector)
Actor.SetActorTickEnabled(Boolean)
Actor.SetActorTickInterval(Single)
Actor.SetFolderPath(Name)
Actor.SetIsTemporarilyHiddenInEditor(Boolean)
Actor.SetLifeSpan(Single)
Actor.SetNetDormancy(Byte)
Actor.SetOwner(Actor)
Actor.SetReplicateMovement(Boolean)
Actor.SetReplicates(Boolean)
Actor.SetTickableWhenPaused(Boolean)
Actor.SetTickGroup(Byte)
Actor.SnapRootComponentTo(Actor, Name)
Actor.TearOff()
Actor.WasRecentlyRendered(Single)
Actor.PrimaryActorTick
Actor.bHidden
Actor.bNetTemporary
Actor.bNetStartup
Actor.bOnlyRelevantToOwner
Actor.bAlwaysRelevant
Actor.bReplicateMovement
Actor.bTearOff
Actor.bExchangedRoles
Actor.bNetLoadOnClient
Actor.bNetUseOwnerRelevancy
Actor.bRelevantForNetworkReplays
Actor.bReplayRewindable
Actor.bAllowTickBeforeBeginPlay
Actor.bAutoDestroyWhenFinished
Actor.bBlockInput
Actor.bCanBeDamaged
Actor.bCollideWhenPlacing
Actor.bFindCameraComponentWhenViewTarget
Actor.bGenerateOverlapEventsDuringLevelStreaming
Actor.bIgnoresOriginShifting
Actor.bEnableAutoLODGeneration
Actor.bIsEditorOnlyActor
Actor.bActorSeamlessTraveled
Actor.bReplicates
Actor.bCanBeInCluster
Actor.bAllowReceiveTickEventOnDedicatedServer
Actor.bActorEnableCollision
Actor.bActorIsBeingDestroyed
Actor.RemoteRole
Actor.ReplicatedMovement
Actor.InitialLifeSpan
Actor.CustomTimeDilation
Actor.AttachmentReplication
Actor.Owner
Actor.NetDriverName
Actor.Role
Actor.NetDormancy
Actor.AutoReceiveInput
Actor.InputPriority
Actor.InputComponent
Actor.NetCullDistanceSquared
Actor.NetTag
Actor.NetUpdateFrequency
Actor.MinNetUpdateFrequency
Actor.NetPriority
Actor.Instigator
Actor.Children
Actor.RootComponent
Actor.PivotOffset
Actor.ControllingMatineeActors
Actor.GroupActor
Actor.SpriteScale
Actor.FolderPath
Actor.bHiddenEd
Actor.bIsEditorPreviewActor
Actor.bHiddenEdLayer
Actor.bHiddenEdLevel
Actor.bLockLocation
Actor.bActorLabelEditable
Actor.bEditable
Actor.bListedInSceneOutliner
Actor.bHiddenEdTemporary
Actor.InstanceComponents
Actor.BlueprintCreatedComponents
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 WorldSettings : Info

Properties

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AssetUserData

Array of user data stored with the asset

Declaration
public ObjectArrayField<AssetUserData> AssetUserData { get; }
Property Value
Type Description
ObjectArrayField<AssetUserData>
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bEnableAISystem

Declaration
public bool bEnableAISystem { get; }
Property Value
Type Description
System.Boolean
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bEnableHierarchicalLODSystem

Declaration
public bool bEnableHierarchicalLODSystem { get; set; }
Property Value
Type Description
System.Boolean
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bEnableNavigationSystem

Declaration
public bool bEnableNavigationSystem { get; }
Property Value
Type Description
System.Boolean
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bEnableWorldBoundsChecks

Declaration
public bool bEnableWorldBoundsChecks { get; }
Property Value
Type Description
System.Boolean
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bEnableWorldComposition

Declaration
public bool bEnableWorldComposition { get; }
Property Value
Type Description
System.Boolean
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bEnableWorldOriginRebasing

Declaration
public bool bEnableWorldOriginRebasing { get; }
Property Value
Type Description
System.Boolean
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bForceNoPrecomputedLighting

Declaration
public bool bForceNoPrecomputedLighting { get; set; }
Property Value
Type Description
System.Boolean
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bGenerateSingleClusterForLevel

Declaration
public bool bGenerateSingleClusterForLevel { get; set; }
Property Value
Type Description
System.Boolean
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bGlobalGravitySet

Declaration
public bool bGlobalGravitySet { get; }
Property Value
Type Description
System.Boolean
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bHighPriorityLoading

Declaration
public bool bHighPriorityLoading { get; set; }
Property Value
Type Description
System.Boolean
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bHighPriorityLoadingLocal

Declaration
public bool bHighPriorityLoadingLocal { get; set; }
Property Value
Type Description
System.Boolean
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bMinimizeBSPSections

Declaration
public bool bMinimizeBSPSections { get; set; }
Property Value
Type Description
System.Boolean
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BookmarkArray

Bookmark Array

Declaration
public ObjectArrayField<BookmarkBase> BookmarkArray { get; }
Property Value
Type Description
ObjectArrayField<BookmarkBase>
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BookMarks

Book Marks

Declaration
public BookMark BookMarks { get; set; }
Property Value
Type Description
BookMark
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bOverrideDefaultBroadphaseSettings

Declaration
public bool bOverrideDefaultBroadphaseSettings { get; set; }
Property Value
Type Description
System.Boolean
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bPlaceCellsOnlyAlongCameraTracks

Declaration
public bool bPlaceCellsOnlyAlongCameraTracks { get; set; }
Property Value
Type Description
System.Boolean
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bPrecomputeVisibility

Declaration
public bool bPrecomputeVisibility { get; set; }
Property Value
Type Description
System.Boolean
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BroadphaseSettings

Broadphase Settings

Declaration
public BroadphaseSettings BroadphaseSettings { get; set; }
Property Value
Type Description
BroadphaseSettings
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bUseClientSideLevelStreamingVolumes

Declaration
public bool bUseClientSideLevelStreamingVolumes { get; }
Property Value
Type Description
System.Boolean
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bWorldGravitySet

Declaration
public bool bWorldGravitySet { get; set; }
Property Value
Type Description
System.Boolean
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DefaultAmbientZoneSettings

Default interior settings used by audio volumes.

Declaration
public InteriorSettings DefaultAmbientZoneSettings { get; set; }
Property Value
Type Description
InteriorSettings
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DefaultBaseSoundMix

Default Base SoundMix.

Declaration
public SoundMix DefaultBaseSoundMix { get; set; }
Property Value
Type Description
SoundMix
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DefaultBookmarkClass

Class that will be used when creating new bookmarks.

Declaration
public SubclassOf<BookmarkBase> DefaultBookmarkClass { get; set; }
Property Value
Type Description
SubclassOf<BookmarkBase>
Remarks

Old bookmarks may be recreated with the new class where possible.

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DefaultColorScale

Default color scale for the level

Declaration
public Vector DefaultColorScale { get; }
Property Value
Type Description
Vector
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DefaultGameMode

The default GameMode to use when starting this map in the game. If this value is NULL, the INI setting for default game type is used.

Declaration
public SubclassOf<GameModeBase> DefaultGameMode { get; }
Property Value
Type Description
SubclassOf<GameModeBase>
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DefaultMaxDistanceFieldOcclusionDistance

Max occlusion distance used by mesh distance fields, overridden if there is a movable skylight.

Declaration
public float DefaultMaxDistanceFieldOcclusionDistance { get; set; }
Property Value
Type Description
System.Single
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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static WorldSettings DefaultObject { get; }
Property Value
Type Description
WorldSettings
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DefaultPhysicsVolumeClass

level specific default physics volume

Declaration
public SubclassOf<DefaultPhysicsVolume> DefaultPhysicsVolumeClass { get; }
Property Value
Type Description
SubclassOf<DefaultPhysicsVolume>
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DefaultReverbSettings

Default reverb settings used by audio volumes.

Declaration
public ReverbSettings DefaultReverbSettings { get; set; }
Property Value
Type Description
ReverbSettings
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DemoPlayTimeDilation

Additional TimeDilation used to control demo playback speed

Declaration
public float DemoPlayTimeDilation { get; set; }
Property Value
Type Description
System.Single
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DynamicIndirectShadowsSelfShadowingIntensity

Controls the intensity of self-shadowing from capsule indirect shadows.

Declaration
public float DynamicIndirectShadowsSelfShadowingIntensity { get; set; }
Property Value
Type Description
System.Single
Remarks

These types of shadows use approximate occluder representations, so reducing self-shadowing intensity can hide those artifacts.

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GameNetworkManagerClass

Class of GameNetworkManager to spawn for network games

Declaration
public SubclassOf<GameNetworkManager> GameNetworkManagerClass { get; set; }
Property Value
Type Description
SubclassOf<GameNetworkManager>
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GlobalDistanceFieldViewDistance

Distance from the camera that the global distance field should cover.

Declaration
public float GlobalDistanceFieldViewDistance { get; set; }
Property Value
Type Description
System.Single
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GlobalGravityZ

optional level specific gravity override set by level designer

Declaration
public float GlobalGravityZ { get; }
Property Value
Type Description
System.Single
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KillZ

any actor falling below this level gets destroyed

Declaration
public float KillZ { get; }
Property Value
Type Description
System.Single
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KillZDamageType

The type of damage inflicted when a actor falls below KillZ

Declaration
public SubclassOf<DamageType> KillZDamageType { get; }
Property Value
Type Description
SubclassOf<DamageType>
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LastBookmarkClass

Tracked so we can detect changes from Config

Declaration
public SubclassOf<BookmarkBase> LastBookmarkClass { get; set; }
Property Value
Type Description
SubclassOf<BookmarkBase>
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LightmassSettings

Lightmass Settings

Declaration
public LightmassWorldInfoSettings LightmassSettings { get; set; }
Property Value
Type Description
LightmassWorldInfoSettings
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MatineeTimeDilation

Additional time dilation used by Matinee (or Sequencer) slomo track.

Declaration
public float MatineeTimeDilation { get; set; }
Property Value
Type Description
System.Single
Remarks

Transient because this is often temporarily modified by the editor when previewing slow motion effects, yet we don't want it saved or loaded from level packages.

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MaxGlobalTimeDilation

Highest acceptable global time dilation.

Declaration
public float MaxGlobalTimeDilation { get; set; }
Property Value
Type Description
System.Single
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MaxNumberOfBookmarks

Maximum number of bookmarks allowed.

Declaration
public int MaxNumberOfBookmarks { get; set; }
Property Value
Type Description
System.Int32
Remarks

Changing this will change the allocation of the bookmarks array, and when shrinking may cause some bookmarks to become eligible for GC.

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MaxUndilatedFrameTime

Largest possible frametime, not considering dilation. Equiv to 1/SlowestFPS.

Declaration
public float MaxUndilatedFrameTime { get; set; }
Property Value
Type Description
System.Single
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MinGlobalTimeDilation

Lowest acceptable global time dilation.

Declaration
public float MinGlobalTimeDilation { get; set; }
Property Value
Type Description
System.Single
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MinUndilatedFrameTime

Smallest possible frametime, not considering dilation. Equiv to 1/FastestFPS.

Declaration
public float MinUndilatedFrameTime { get; set; }
Property Value
Type Description
System.Single
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MonoCullingDistance

Distance from the player after which content will be rendered in mono if monoscopic far field rendering is activated

Declaration
public float MonoCullingDistance { get; }
Property Value
Type Description
System.Single
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NavigationSystemConfig

Holds parameters for NavigationSystem's creation.

Declaration
public NavigationSystemConfig NavigationSystemConfig { get; }
Property Value
Type Description
NavigationSystemConfig
Remarks

Set to Null will result in NavigationSystem instance not being created for this world. Note that if set NavigationSystemConfigOverride will be used instead.

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NavigationSystemConfigOverride

Overrides NavigationSystemConfig.

Declaration
public NavigationSystemConfig NavigationSystemConfigOverride { get; set; }
Property Value
Type Description
NavigationSystemConfig
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NumHLODLevels

Num HLODLevels

Declaration
public int NumHLODLevels { get; set; }
Property Value
Type Description
System.Int32
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PackedLightAndShadowMapTextureSize

Maximum size of textures for packed light and shadow maps

Declaration
public int PackedLightAndShadowMapTextureSize { get; set; }
Property Value
Type Description
System.Int32
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Pauser

If paused, FName of person pausing the game.

Declaration
public PlayerState Pauser { get; set; }
Property Value
Type Description
PlayerState
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PhysicsCollisionHandlerClass

optional level specific collision handler

Declaration
public SubclassOf<PhysicsCollisionHandler> PhysicsCollisionHandlerClass { get; }
Property Value
Type Description
SubclassOf<PhysicsCollisionHandler>
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StaticClass

Get UE4 Class

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

Normally 1 - scales real time passage.

Declaration
public float TimeDilation { get; set; }
Property Value
Type Description
System.Single
Remarks

Warning - most use cases should use GetEffectiveTimeDilation() instead of reading from this directly

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VisibilityAggressiveness

Determines how aggressive precomputed visibility should be.

Declaration
public byte VisibilityAggressiveness { get; set; }
Property Value
Type Description
System.Byte
Remarks

More aggressive settings cull more objects but also cause more visibility errors like popping.

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VisibilityCellSize

World space size of precomputed visibility cells in x and y.

Declaration
public int VisibilityCellSize { get; set; }
Property Value
Type Description
System.Int32
Remarks

Smaller sizes produce more effective occlusion culling at the cost of increased runtime memory usage and lighting build times.

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WorldGravityZ

current gravity actually being used

Declaration
public float WorldGravityZ { get; set; }
Property Value
Type Description
System.Single
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WorldToMeters

scale of 1uu to 1m in real world measurements, for HMD and other physically tracked devices (e.g. 1uu = 1cm would be 100.0)

Declaration
public float WorldToMeters { get; }
Property Value
Type Description
System.Single

Methods

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New(UObject, Name)

Spawn an object of this class

Declaration
public static WorldSettings New(UObject obj = null, Name name = default(Name))
Parameters
Type Name Description
UObject obj
Name name
Returns
Type Description
WorldSettings

Operators

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Implicit(IntPtr to WorldSettings)

Convert from IntPtr to UObject

Declaration
public static implicit operator WorldSettings(IntPtr p)
Parameters
Type Name Description
System.IntPtr p
Returns
Type Description
WorldSettings
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