Class WorldSettings
Actor containing all script accessible world properties.
Inheritance
System.Object
WorldSettings
Inherited Members
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)
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
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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
Declaration
public ObjectArrayField<BookmarkBase> BookmarkArray { get; }
Property Value
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BookMarks
Declaration
public BookMark BookMarks { get; set; }
Property Value
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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
Declaration
public BroadphaseSettings BroadphaseSettings { get; set; }
Property Value
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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
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DefaultBaseSoundMix
Declaration
public SoundMix DefaultBaseSoundMix { get; set; }
Property Value
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DefaultBookmarkClass
Class that will be used when creating new bookmarks.
Declaration
public SubclassOf<BookmarkBase> DefaultBookmarkClass { get; set; }
Property Value
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DefaultColorScale
Default color scale for the level
Declaration
public Vector DefaultColorScale { get; }
Property Value
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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
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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
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DefaultPhysicsVolumeClass
level specific default physics volume
Declaration
public SubclassOf<DefaultPhysicsVolume> DefaultPhysicsVolumeClass { get; }
Property Value
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DefaultReverbSettings
Default reverb settings used by audio volumes.
Declaration
public ReverbSettings DefaultReverbSettings { get; set; }
Property Value
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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 |
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Remarks
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GameNetworkManagerClass
Class of GameNetworkManager to spawn for network games
Declaration
public SubclassOf<GameNetworkManager> GameNetworkManagerClass { get; set; }
Property Value
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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
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LastBookmarkClass
Tracked so we can detect changes from Config
Declaration
public SubclassOf<BookmarkBase> LastBookmarkClass { get; set; }
Property Value
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LightmassSettings
Declaration
public LightmassWorldInfoSettings LightmassSettings { get; set; }
Property Value
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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 |
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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 |
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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
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NavigationSystemConfigOverride
Overrides NavigationSystemConfig.
Declaration
public NavigationSystemConfig NavigationSystemConfigOverride { get; set; }
Property Value
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NumHLODLevels
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
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PhysicsCollisionHandlerClass
optional level specific collision handler
Declaration
public SubclassOf<PhysicsCollisionHandler> PhysicsCollisionHandlerClass { get; }
Property Value
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StaticClass
Declaration
public static Class StaticClass { get; }
Property Value
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TimeDilation
Normally 1 - scales real time passage.
Declaration
public float TimeDilation { get; set; }
Property Value
Type |
Description |
System.Single |
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VisibilityAggressiveness
Determines how aggressive precomputed visibility should be.
Declaration
public byte VisibilityAggressiveness { get; set; }
Property Value
Type |
Description |
System.Byte |
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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 |
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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 |
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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
Returns
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 |
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Returns