description: Return a const version of the streaming levels array

code: const [TArray](API\Runtime\Core\Containers\TArray)< [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * > & GetStreamingLevels() const


description: Get a Subsystem of specified type

module: Engine

code: template<typename TSubsystemClass> TSubsystemClass * GetSubsystem() const


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

code: template<typename TSubsystemClass> static TSubsystemClass * GetSubsystem ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


description: Do not hold onto this Array reference unless you are sure the lifetime is less than that ofUGameInstance

code: template<typename TSubsystemClass> const [TArray](API\Runtime\Core\Containers\TArray)< TSubsystemClass * > & GetSubsystemArray() const


description:
Returns the dilatable time
Returns the dilatable time


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

code: double GetTimeSeconds() const


description: Returns TimerManager instance for this world.

code: [FTimerManager](API\Runtime\Engine\FTimerManager) & GetTimerManager() const


description: Get a Subsystem of specified type

code: [UWorldSubsystem](API\Runtime\Engine\Subsystems\UWorldSubsystem) * GetSubsystemBase ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UWorldSubsystem](API\Runtime\Engine\Subsystems\UWorldSubsystem) > SubsystemClass ) const


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

code: double GetUnpausedTimeSeconds() const


code: virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const


description: Returns theUWorldPartitionassociated with this world.UWorldPartitionobject associated with this world

code: [UWorldPartition](API\Runtime\Engine\WorldPartition\UWorldPartition) * GetWorldPartition() const


description: Returns theAWorldDataLayersactor associated with this world.AWorldDataLayersactor associated with this world

code: [AWorldDataLayers](API\Runtime\Engine\WorldPartition\DataLayer\AWorldDataLayers) * GetWorldDataLayers() const


description: Returns theAWorldSettingsactor associated with this world.AWorldSettingsactor associated with this world

code: [AWorldSettings](API\Runtime\Engine\GameFramework\AWorldSettings) * GetWorldSettings ( bool bCheckStreamingPersistent, bool bChecked ) const


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

code: void HandleTimelineScrubbed()


description: Returns true if gameplay has already started, false otherwise.

code: bool HasBegunPlay() const


description: Returns true if a DefaultPhysicsVolume has been created.

code: bool HasDefaultPhysicsVolume() const


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

code: bool HasEndOfFrameUpdates() const


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


description: Returns whether InitWorld has ever been called since this World was created.

code: bool HasEverBeenInitialized() const


description: Indicates that the world has marked contained objects as pending kill


description: Check if world has a subsystem of the specified type

code: template<typename TSubsystemClass> bool HasSubsystem() const


className: InitializationValues

description: Legacy for backwards compatibility.


description: 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

code: template<typename TSubsystemClass> static bool HasSubsystem ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


description: Initializes all actors and prepares them to start gameplay

code: void InitializeActorsForPlay ( const [FURL](API\Runtime\Engine\Engine\FURL) & InURL, bool bResetTime, [FRegisterComponentContext](API\Runtime\Engine\Components\FRegisterComponentContext) * Context )


description: Initializes a newly created world.

code: void InitializeNewWorld ( const [InitializationValues](API\Runtime\Engine\Engine\UWorld\InitializationValues) IVS, bool bInSkipInitWorld )


description: Initialize all world subsystems

code: void InitializeSubsystems()


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

code: void InitWorld ( const [FWorldInitializationValues](API\Runtime\Engine\Engine\FWorldInitializationValues) IVS )


description: Inserts a post process volume into the world in priority order

code: void InsertPostProcessVolume ( [IInterface_PostProcessVolume](API\Runtime\Engine\Interfaces\IInterface_PostProcessVolume) * InVolume )


description: Purges all sky capture cached derived data.

code: void InvalidateAllSkyCaptures()


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

code: void InvalidateModelGeometry ( [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel )


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

code: void InvalidateModelSurface ( bool bCurrentLevelOnly )


description: true if the camera is in a moveable state (taking pausedness into account)

code: bool IsCameraMoveable() const


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

code: bool IsEditorWorld() const


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

code: bool IsGameWorld() const


description: Returns whether InitWorld has been called without yet calling CleanupWorld.

code: bool IsInitialized() const


description: Deprecated* Call IsInitialized instead.


description: whether we're currently in a seamless transition

code: bool IsInSeamlessTravel() const


description: Returns true if world package is instanced.

code: bool IsInstanced() const


description: true if there is a map change being prepared, returns whether that change is ready to be committed, otherwise false

code: bool IsMapChangeReady() const


description: Query whether or not a level is selected.

code: bool IsLevelSelected ( [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel ) const


description: Check if movie sequences tick handler is bound at all


description: IsNameStableForNetworking means an object can be referred to its path name (relative to outer) over the network

code: virtual bool IsNameStableForNetworking() const


description: Retrieves information whether all navigation with this world has been rebuilt

code: bool IsNavigationRebuilt() const


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

code: bool IsNetMode ( ENetMode Mode ) const


description: Returns true if world contains an associatedUWorldPartitionobject.

code: bool IsPartitionedWorld() const


code: static bool IsPartitionedWorld ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description: true if the world is in the paused state

code: bool IsPaused() const


description: Returns whether script is executing within the editor.

code: bool IsPlayInEditor() const


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

code: bool IsPlayingClientReplay() const


description: Returns true if we are currently playing a replay

code: bool IsPlayingReplay() const


description: Returns whether script is executing within a preview window

code: bool IsPlayInPreview() const


description: Returns whether script is executing within a mobile preview window

code: bool IsPlayInMobilePreview() const


description: Returns whether script is executing within a vulkan preview window

code: bool IsPlayInVulkanPreview() const


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

code: bool IsPreviewWorld() const


description: true if there's a map change currently in progress

code: bool IsPreparingMapChange() const


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

code: virtual bool IsReadyForFinishDestroy()


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

code: bool IsRecordingClientReplay() const


description: Returns true if we are currently recording a replay

code: bool IsRecordingReplay() const


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

code: bool IsStreamingLevelBeingConsidered ( [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * StreamingLevel ) const


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

code: bool IsTraceHandleValid ( const [FTraceHandle](API\Runtime\Engine\FTraceHandle) & Handle, bool bOverlapTrace )


description: whether there is at least one level with a pending visibility request

code: bool IsVisibilityRequestPending() const


description: Given a package, return if package containsUWorldor External Actor

code: static bool IsWorldOrExternalActorPackage ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package )


description: Returns theAWorldSettingsactor associated with this world.AWorldSettingsactor associated with this world


className: KeepInitializedDuringLoadTag

description: InitWorld usually has to be balanced with CleanupWorld. If the KeepInitializedDuringLoadTag LinkerInstancingContext tag is present, operations that need to call InitWorld during the Load of the World's package should break that rule and not call CleanupWorld.

code: static const [FName](API\Runtime\Core\UObject\FName) KeepInitializedDuringLoadTag;


description:
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
TRUE if OutHits contains any blocking hit entries

code: bool LineTraceMultiByChannel ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FHitResult](API\Runtime\Engine\Engine\FHitResult) > & OutHits, const FVector & Start, const FVector & End, ECollisionChannel TraceChannel, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParam ) const


description:
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
TRUE if any hit is found

code: bool LineTraceMultiByObjectType ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FHitResult](API\Runtime\Engine\Engine\FHitResult) > & OutHits, const FVector & Start, const FVector & End, const [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectQueryParams, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params ) const


description:
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
TRUE if OutHits contains any blocking hit entries

code: bool LineTraceMultiByProfile ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FHitResult](API\Runtime\Engine\Engine\FHitResult) > & OutHits, const FVector & Start, const FVector & End, [FName](API\Runtime\Core\UObject\FName) ProfileName, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params ) const


description:
Trace a ray against the world using a specific channel and return the first blocking hit
TRUE if a blocking hit is found

code: bool LineTraceSingleByChannel ( struct [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, const FVector & Start, const FVector & End, ECollisionChannel TraceChannel, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParam ) const


description:
Trace a ray against the world using object types and return the first blocking hit
TRUE if any hit is found

code: bool LineTraceSingleByObjectType ( struct [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, const FVector & Start, const FVector & End, const [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectQueryParams, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params ) const


description:
Trace a ray against the world using a specific profile and return the first blocking hit
TRUE if a blocking hit is found

code: bool LineTraceSingleByProfile ( struct [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, const FVector & Start, const FVector & End, [FName](API\Runtime\Core\UObject\FName) ProfileName, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params ) const


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

code: bool LineTraceTestByChannel ( const FVector & Start, const FVector & End, ECollisionChannel TraceChannel, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParam ) const


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

code: bool LineTraceTestByObjectType ( const FVector & Start, const FVector & End, const [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectQueryParams, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params ) const


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

code: bool LineTraceTestByProfile ( const FVector & Start, const FVector & End, [FName](API\Runtime\Core\UObject\FName) ProfileName, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params ) const


description: Start listening for connections.

code: bool Listen ( [FURL](API\Runtime\Engine\Engine\FURL) & InURL )


description: 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.

code: void LoadSecondaryLevels ( bool bForce, [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > * FilenamesToSkip )


description: Mark a component as needing an end of frame update

code: void MarkActorComponentForNeededEndOfFrameUpdate ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component, bool bForceGameThread )


description: Marks this world and all objects within as pending kill

code: void MarkObjectsPendingKill()


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

code: void ModifyLevel ( [ULevel](API\Runtime\Engine\Engine\ULevel) * Level ) const


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

code: void NavigateTo ( FIntVector InLocation )


description: Notification that a new connection has been created/established as a result of a remote request, previously approved by NotifyAcceptingConnection

code: virtual void NotifyAcceptedConnection ( class [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * Connection )


description:
Notification that an incoming connection is pending, giving the interface a chance to reject the request
EAcceptConnection indicating willingness to accept the connection at this time


description:
Notification that a new channel is being created/opened as a result of a remote request (Actor creation, etc)
true if the channel should be opened, false if it should be rejected (destroying the channel)

code: virtual bool NotifyAcceptingChannel ( class [UChannel](API\Runtime\Engine\Engine\UChannel) * Channel )


description: Notifies the world of a blueprint debugging reference

code: void NotifyOfBlueprintDebuggingAssociation ( class [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [UObject](API\Runtime\CoreUObject\UObject\UObject) * DebugObject )


description: Handler for messages sent through a remote connection's control channel not required to handle the message, but if it reads any data from Bunch, it MUST read the ENTIRE data stream for that message (i.e. use FNetControlMessage::Receive())

code: virtual void NotifyControlMessage ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * Connection, uint8 MessageType, class [FInBunch](API\Runtime\Engine\Net\FInBunch) & Bunch )


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

code: void NotifyPostRegisterAllActorComponents ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


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

code: void NotifyPreUnregisterAllActorComponents ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


description: Returns the AllLevelsChangedEvent member.


description: Returns the LevelsChangedEvent member.


description: Clean up any material parameter collection instances which have had their collections destroyed

code: void OnPostGC()


code: FOnTickFlushEvent & OnPostTickFlush()


code: FOnNetTickEvent & OnPreTickFlush()


description: Returns the SelectedLevelsChangedEvent member.


description: Network Tick events

code: FOnNetTickEvent & OnTickDispatch()


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

code: bool OverlapAnyTestByChannel ( const FVector & Pos, const FQuat & Rot, ECollisionChannel TraceChannel, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & CollisionShape, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParam ) const


description:
Test the collision of a shape at the supplied location using object types, and return if any overlap is found
TRUE if any blocking results are found

code: bool OverlapAnyTestByObjectType ( const FVector & Pos, const FQuat & Rot, const [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectQueryParams, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & CollisionShape, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params ) const


description:
Test the collision of a shape at the supplied location using a specific profile, and return if any blocking or overlap is found
TRUE if any blocking or overlapping results are found

code: bool OverlapAnyTestByProfile ( const FVector & Pos, const FQuat & Rot, [FName](API\Runtime\Core\UObject\FName) ProfileName, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & CollisionShape, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params ) const


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

code: bool OverlapBlockingTestByChannel ( const FVector & Pos, const FQuat & Rot, ECollisionChannel TraceChannel, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & CollisionShape, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParam ) const


description:
Test the collision of a shape at the supplied location using a specific channel, and determine the set of components that it overlaps
TRUE if OutOverlaps contains any blocking results

code: bool OverlapMultiByChannel ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FOverlapResult](API\Runtime\Engine\Engine\FOverlapResult) > & OutOverlaps, const FVector & Pos, const FQuat & Rot, ECollisionChannel TraceChannel, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & CollisionShape, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParam ) const


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

code: bool OverlapBlockingTestByProfile ( const FVector & Pos, const FQuat & Rot, [FName](API\Runtime\Core\UObject\FName) ProfileName, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & CollisionShape, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params ) const


description:
Test the collision of a shape at the supplied location using object types, and determine the set of components that it overlaps
TRUE if any overlap is found

code: bool OverlapMultiByObjectType ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FOverlapResult](API\Runtime\Engine\Engine\FOverlapResult) > & OutOverlaps, const FVector & Pos, const FQuat & Rot, const [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectQueryParams, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & CollisionShape, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params ) const


description:
Test the collision of a shape at the supplied location using a specific profile, and determine the set of components that it overlaps
TRUE if OutOverlaps contains any blocking results

code: bool OverlapMultiByProfile ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FOverlapResult](API\Runtime\Engine\Engine\FOverlapResult) > & OutOverlaps, const FVector & Pos, const FQuat & Rot, [FName](API\Runtime\Core\UObject\FName) ProfileName, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & CollisionShape, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params ) const


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


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

code: virtual void PostDuplicate ( bool bDuplicateForPIE )


description: Finalize initialization of all world subsystems

code: void PostInitializeSubsystems()


description: 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.

code: virtual void PostLoad()


description:
Performs fixup on loaded asset registry data. This function is called from inside the AssetRegistry CriticalSection. DO NOT CALL ASSETREGISTRY FUNCTIONS FROM THIS FUNCTION, IT WILL DEADLOCK. Note that this function is only called on Class Default Objects where the actual object instance data used to generate the asset data is not available.
Pointer to new asset data after fixup or nullptr if no fixup was required

code: virtual void PostLoadAssetRegistryTags ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData, [TArray](API\Runtime\Core\Containers\TArray)< [FAssetRegistryTag](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTag) > & OutTagsAndValuesToUpdate ) const


description: Deprecated* Use version that takesFObjectPostSaveRootContextinstead.

code: virtual void PostSaveRoot ( bool bCleanupIsRequired )


description: 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.

code: virtual void PostSaveRoot ( [FObjectPostSaveRootContext](API\Runtime\CoreUObject\UObject\FObjectPostSaveRootContext) ObjectSaveContext )


description: FObjectDuplicationParameters

code: virtual void PreDuplicate ( [FObjectDuplicationParameters](API\Runtime\CoreUObject\UObject\FObjectDuplicationParameters) & DupParams )


description: Log error and close connection for prelogin failures.

code: bool PreLoginCheckError ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * Connection, const [FString](API\Runtime\Core\Containers\FString) & ErrorMsg )


description: Check GameMode PreLogin results and welcome player if needed.

code: void PreLoginComplete ( const [FString](API\Runtime\Core\Containers\FString) & ErrorMsg, [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) > WeakConnection )


description: Check GameMode PreLogin results for split screen player joins.

code: void PreLoginCompleteSplit ( const [FString](API\Runtime\Core\Containers\FString) & ErrorMsg, [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) > WeakConnection, [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) SplitRequestUniqueIdRepl, [FString](API\Runtime\Core\Containers\FString) SplitRequestURL )


description: 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.

code: void PrepareMapChange ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & LevelNames )


description: Deprecated* Use version that takesFObjectPreSaveRootContextinstead.

code: virtual PRAGMA_DISABLE_DEPRECATION_WARNINGSbool PreSaveRoot ( const TCHAR * InFilename )


description: 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.

code: virtual void PreSaveRoot ( [FObjectPreSaveRootContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveRootContext) ObjectSaveContext )


description: Propagates a change to the active lighting scenario.

code: void PropagateLightingScenarioChange()


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

code: void ProcessLevelStreamingVolumes ( FVector * OverrideViewLocation )


description: Recreate the editor world's FScene with a null scene interface to drop extra GPU memory during PIE

code: void PurgeScene()


description: 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

code: bool QueryOverlapData ( const [FTraceHandle](API\Runtime\Engine\FTraceHandle) & Handle, [FOverlapDatum](API\Runtime\Engine\FOverlapDatum) & OutData )


code: bool QueryTraceData ( const [FTraceHandle](API\Runtime\Engine\FTraceHandle) & Handle, [FTraceDatum](API\Runtime\Engine\FTraceDatum) & OutData )


code: void RecreateScene ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, bool bBroadcastChange )


description: Called when level property has changed It refreshes any streaming stuff

code: void RefreshStreamingLevels()


description: Called when a specific set of streaming levels need to be refreshed

code: void RefreshStreamingLevels ( const [TArray](API\Runtime\Core\Containers\TArray)< class [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * > & InLevelsToRefresh )


description: Register a CameraActor that auto-activates for a PlayerController.

code: void RegisterAutoActivateCamera ( [ACameraActor](API\Runtime\Engine\Camera\ACameraActor) * CameraActor, int32 PlayerIndex )


description: Calls CleanupWorld and InitWorld, while handling preservation of StreamingLevels and WorldInitialization values Gives a warning and does nothing if IsInitialized is not currently true.

code: void ReInitWorld()


description: Releases PhysicsScene manually

code: void ReleasePhysicsScene()


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

code: bool RemapCompiledScriptActor ( [FString](API\Runtime\Core\Containers\FString) & Str ) const


description: 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.

code: void RemoveActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, bool bShouldModifyLevel ) const


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

code: void RemoveController ( [AController](API\Runtime\Engine\GameFramework\AController) * Controller )


description: Dissociates the passed in level from the world. The removal is blocking.

code: void RemoveFromWorld ( [ULevel](API\Runtime\Engine\Engine\ULevel) * Level, bool bAllowIncrementalRemoval, [FNetLevelVisibilityTransactionId](API\Runtime\Engine\GameFramework\FNetLevelVisibilityTransactionId) TransactionId, [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * OwningLevelStreaming )


description: Remove a level from the level list.

code: bool RemoveLevel ( [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel )


description: Removes a tick handler for sequences

code: void RemoveMovieSceneSequenceTickHandler ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) InHandle )


description: Removes the passed in actor to from special network actor list

code: void RemoveNetworkActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor ) const


description: Remove a listener for OnActorDestroyed events

code: void RemoveOnActorDestroyededHandler ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) InHandle ) const


description: Remove a listener for OnActorRemovedFromWorld events

code: void RemoveOnActorRemovedFromWorldHandler ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) InHandle ) const


description: Remove a listener for OnFeatureLevelChanged events

code: void RemoveOnFeatureLevelChangedHandler ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) InHandle )


description: Remove a listener for OnActorPreSpawnInitialization events

code: void RemoveOnActorPreSpawnInitialization ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) InHandle ) const


description: Remove a listener for OnActorSpawned events

code: void RemoveOnActorSpawnedHandler ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) InHandle ) const


description: Remove a listener for OnPostRegisterAllActorComponents events

code: void RemoveOnPostRegisterAllActorComponentsHandler ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) InHandle ) const


description: Remove a listener for OnPreUnregisterAllActorComponents events

code: void RemoveOnPreUnregisterAllActorComponentsHandler ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) InHandle ) const


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

code: void RemovePhysicsVolume ( [APhysicsVolume](API\Runtime\Engine\GameFramework\APhysicsVolume) * Volume )


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

code: static [FString](API\Runtime\Core\Containers\FString) RemovePIEPrefix ( const [FString](API\Runtime\Core\Containers\FString) & Source, int32 * OutPIEInstanceID )


description: Removes a post process volume from the world

code: void RemovePostProcessVolume ( [IInterface_PostProcessVolume](API\Runtime\Engine\Interfaces\IInterface_PostProcessVolume) * InVolume )


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

code: bool RemoveStreamingLevel ( [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * StreamingLevelToRemove )


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

code: bool RemoveStreamingLevelAt ( int32 IndexToRemove )


description: 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

code: int32 RemoveStreamingLevels ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) *const > StreamingLevelsToRemove )


description: Unless ForceNoResetLoaders is passed in, this will cause a flush of all level streaming.

code: virtual bool Rename ( const TCHAR * NewName, [UObject](API\Runtime\CoreUObject\UObject\UObject) * NewOuter, ERenameFlags Flags )


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

code: void RenameToPIEWorld ( int32 PIEInstanceID )


description: Request to translate world origin to specified position on next tick

code: void RequestNewWorldOrigin ( FIntVector InNewOriginLocation )


description: Accessor for bRequiresHitProxies.

code: bool RequiresHitProxies() const


description:
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.
true if the object loaded or exists, depending on bLoadIfExists

code: virtual bool ResolveSubobject ( const TCHAR * SubObjectPath, [UObject](API\Runtime\CoreUObject\UObject\UObject) *& OutObject, bool bLoadIfExists )


description: Restore the purged editor world FScene back to the proper GPU representation

code: void RestoreScene()


description: Run a tick group, ticking all actors and components

code: void RunTickGroup ( ETickingGroup Group, bool bBlockTillComplete )


description:
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)
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)

code: void SeamlessTravel ( const [FString](API\Runtime\Core\Containers\FString) & InURL, bool bAbsolute )


description: Send all render updates to the rendering thread.

code: void SendAllEndOfFrameUpdates()


description: Flag a level as selected.

code: void SelectLevel ( [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: 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).

code: bool ServerTravel ( const [FString](API\Runtime\Core\Containers\FString) & InURL, bool bAbsolute, bool bShouldSkipGameNotify )


description: Sets the level collection and its context on this world. Should only be called byFScopedLevelCollectionContextSwitch.

code: void SetActiveLevelCollection ( int32 LevelCollectionIndex )


code: void SetAllowDeferredPhysicsStateCreation ( bool bAllow )


code: void SetAudioDevice ( const [FAudioDeviceHandle](API\Runtime\Engine\FAudioDeviceHandle) & InHandle )


description:
Set the CurrentLevel for this world.
Set the CurrentLevel for this world.
true if the current level changed.

code: bool SetCurrentLevel ( class [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel )


description: Sets the demo net driver for this world.

code: void SetDemoNetDriver ( [UDemoNetDriver](API\Runtime\Engine\Engine\UDemoNetDriver) *const InDemoNetDriver )


code: void SetFeatureLevel ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel )


description: Sets the owning game instance for this world

code: void SetGameInstance ( [UGameInstance](API\Runtime\Engine\Engine\UGameInstance) * NewGI )


description: Spawns GameMode for the level.

code: bool SetGameMode ( const [FURL](API\Runtime\Engine\Engine\FURL) & InURL )


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

code: void SetGameState ( [AGameStateBase](API\Runtime\Engine\GameFramework\AGameStateBase) * NewGameState )


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

code: void SetMapNeedsLightingFullyRebuilt ( int32 InNumLightingUnbuiltObjects, int32 InNumUnbuiltReflectionCaptures )


description: Used to indicate aUMaterialParameterCollectionInstanceneeds a deferred update


description: Sets the net driver to use for this world

code: void SetNetDriver ( [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * NewDriver )


description: Set the pointer to the Navigation System instance.

code: void SetNavigationSystem ( [UNavigationSystemBase](API\Runtime\Engine\AI\UNavigationSystemBase) * InNavigationSystem )


description: Set the physics scene to use by this world

code: void SetPhysicsScene ( FPhysScene * InScene )


description: Translate world origin to specified position

code: bool SetNewWorldOrigin ( FIntVector InNewOriginLocation )


code: void SetPlayInEditorInitialNetMode ( ENetMode InNetMode )


description: 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)

code: void SetSeamlessTravelMidpointPause ( bool bNowPaused )


description: Set the selected levels from the given array (Clears existing selections)

code: void SetSelectedLevels ( const [TArray](API\Runtime\Core\Containers\TArray)< class [ULevel](API\Runtime\Engine\Engine\ULevel) * > & InLevels )


code: void SetShouldForceUnloadStreamingLevels ( bool bInShouldForceUnloadStreamingLevels )


code: void SetShouldForceVisibleStreamingLevels ( bool bInShouldForceVisibleStreamingLevels )


description: 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.

code: void SetShouldTick ( const bool bInShouldTick )


description: Replace the streaming levels array

code: void SetStreamingLevels ( [TArray](API\Runtime\Core\Containers\TArray)< [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * > && StreamingLevels )


description: Replace the streaming levels array

code: void SetStreamingLevels ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) *const > StreamingLevels )


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


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

code: void SetupPhysicsTickFunctions ( float DeltaSeconds )


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

code: bool ShouldTick() const


code: void SetWorldDataLayers ( [AWorldDataLayers](API\Runtime\Engine\WorldPartition\DataLayer\AWorldDataLayers) * NewWorldDataLayers )


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

code: template<class T> T * SpawnActor ( const [FActorSpawnParameters](API\Runtime\Engine\Engine\FActorSpawnParameters) & SpawnParameters )


description: 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

code: template<class T> T * SpawnActor ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class, const [FActorSpawnParameters](API\Runtime\Engine\Engine\FActorSpawnParameters) & SpawnParameters )


description: Shrink level elements to their minimum size.

code: void ShrinkLevel()


description:
Spawn Actors with given transform and SpawnParameters
Actor that just spawned

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * SpawnActor ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class, FTransform const * Transform, const [FActorSpawnParameters](API\Runtime\Engine\Engine\FActorSpawnParameters) & SpawnParameters )


description: 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

code: template<class T> T * SpawnActor ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class, FTransform const & Transform, const [FActorSpawnParameters](API\Runtime\Engine\Engine\FActorSpawnParameters) & SpawnParameters )


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

code: template<class T> T * SpawnActor ( FVector const & Location, FRotator const & Rotation, const [FActorSpawnParameters](API\Runtime\Engine\Engine\FActorSpawnParameters) & SpawnParameters )


code: [AActor](API\Runtime\Engine\GameFramework\AActor) * SpawnActor ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, FVector const * Location, FRotator const * Rotation, const [FActorSpawnParameters](API\Runtime\Engine\Engine\FActorSpawnParameters) & SpawnParameters )


description:
Spawn Actors with given absolute transform (override root component transform) and SpawnParameters
Actor that just spawned

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * SpawnActorAbsolute ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class, FTransform const & AbsoluteTransform, const [FActorSpawnParameters](API\Runtime\Engine\Engine\FActorSpawnParameters) & SpawnParameters )


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

code: template<class T> T * SpawnActorAbsolute ( FVector const & AbsoluteLocation, FRotator const & AbsoluteRotation, const [FActorSpawnParameters](API\Runtime\Engine\Engine\FActorSpawnParameters) & SpawnParameters )


description: 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

code: template<class T> T * SpawnActorAbsolute ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class, FTransform const & Transform, const [FActorSpawnParameters](API\Runtime\Engine\Engine\FActorSpawnParameters) & SpawnParameters )


description: 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 callingUGameplayStatics::FinishSpawningActor(seeAActor::OnConstruction).

code: template<class T> T * SpawnActorDeferred ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class, FTransform const & Transform, [AActor](API\Runtime\Engine\GameFramework\AActor) * Owner, [APawn](API\Runtime\Engine\GameFramework\APawn) * Instigator, ESpawnActorCollisionHandlingMethod CollisionHandlingOverride, ESpawnActorScaleMethod TransformScaleMethod )


description: Spawns a Brush Actor in the World


description: 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

code: template<class T> T * SpawnActor ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class, FVector const & Location, FRotator const & Rotation, const [FActorSpawnParameters](API\Runtime\Engine\Engine\FActorSpawnParameters) & SpawnParameters )


description:
Spawns a PlayerController and binds it to the passed in Player with the specified RemoteRole and options
the PlayerController that was spawned (may fail and return NULL)

code: [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * SpawnPlayActor ( class [UPlayer](API\Runtime\Engine\Engine\UPlayer) * Player, ENetRole RemoteRole, const [FURL](API\Runtime\Engine\Engine\FURL) & InURL, const FUniqueNetIdPtr & UniqueId, [FString](API\Runtime\Core\Containers\FString) & Error, uint8 InNetPlayerIndex )


code: [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * SpawnPlayActor ( class [UPlayer](API\Runtime\Engine\Engine\UPlayer) * Player, ENetRole RemoteRole, const [FURL](API\Runtime\Engine\Engine\FURL) & InURL, const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & UniqueId, [FString](API\Runtime\Core\Containers\FString) & Error, uint8 InNetPlayerIndex )


description: Begin physics simulation

code: void StartPhysicsSim()


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

code: static [FString](API\Runtime\Core\Containers\FString) StripPIEPrefixFromPackageName ( const [FString](API\Runtime\Core\Containers\FString) & PackageName, const [FString](API\Runtime\Core\Containers\FString) & Prefix )


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


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


description:
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
TRUE if any hit is found

code: bool SweepMultiByObjectType ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FHitResult](API\Runtime\Engine\Engine\FHitResult) > & OutHits, const FVector & Start, const FVector & End, const FQuat & Rot, const [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectQueryParams, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & CollisionShape, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params ) const


description:
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
TRUE if OutHits contains any blocking hit entries

code: bool SweepMultiByChannel ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FHitResult](API\Runtime\Engine\Engine\FHitResult) > & OutHits, const FVector & Start, const FVector & End, const FQuat & Rot, ECollisionChannel TraceChannel, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & CollisionShape, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParam ) const


description:
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
TRUE if OutHits contains any blocking hit entries

code: bool SweepMultiByProfile ( [TArray](API\Runtime\Core\Containers\TArray)< [FHitResult](API\Runtime\Engine\Engine\FHitResult) > & OutHits, const FVector & Start, const FVector & End, const FQuat & Rot, [FName](API\Runtime\Core\UObject\FName) ProfileName, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & CollisionShape, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params ) const


description:
Sweep a shape against the world and return the first blocking hit using a specific channel
TRUE if OutHits contains any blocking hit entries

code: bool SweepSingleByChannel ( struct [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, const FVector & Start, const FVector & End, const FQuat & Rot, ECollisionChannel TraceChannel, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & CollisionShape, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParam ) const


description:
Sweep a shape against the world and return the first blocking hit using object types
TRUE if any hit is found

code: bool SweepSingleByObjectType ( struct [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, const FVector & Start, const FVector & End, const FQuat & Rot, const [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectQueryParams, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & CollisionShape, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params ) const


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

code: bool SweepTestByChannel ( const FVector & Start, const FVector & End, const FQuat & Rot, ECollisionChannel TraceChannel, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & CollisionShape, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParam ) const


description:
Sweep a shape against the world and return the first blocking hit using a specific profile
TRUE if OutHits contains any blocking hit entries

code: bool SweepSingleByProfile ( struct [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, const FVector & Start, const FVector & End, const FQuat & Rot, [FName](API\Runtime\Core\UObject\FName) ProfileName, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & CollisionShape, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params ) const


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

code: bool SweepTestByObjectType ( const FVector & Start, const FVector & End, const FQuat & Rot, const [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectQueryParams, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & CollisionShape, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params ) const


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

code: bool SweepTestByProfile ( const FVector & Start, const FVector & End, const FQuat & Rot, [FName](API\Runtime\Core\UObject\FName) ProfileName, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & CollisionShape, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params ) const


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

code: void Tick ( ELevelTick TickType, float DeltaSeconds )


description: Do per frame tick behaviors related to the network driver

code: void TickNetClient ( float DeltaSeconds )


description: Helper for getting the time since a certain time.

code: double TimeSince ( double Time ) const


description: Transfers the set of Kismet / Blueprint objects being debugged to the new world that are not already present, and updates blueprints accordingly

code: void TransferBlueprintDebugReferences ( [UWorld](API\Runtime\Engine\Engine\UWorld) * NewWorld )


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

code: void TriggerStreamingDataRebuild()


description: Updates an ActorComponent's cached state of whether it has been marked for end of frame update based on the current state of the World's NeedsEndOfFrameUpdate arrays

code: void UpdateActorComponentEndOfFrameUpdateState ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component ) const


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

code: void UpdateAllSkyCaptures()


description: Updates all physics constraint actor joint locations.

code: void UpdateConstraintActors()


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

code: void UpdateLevelStreaming()


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

code: void UpdateParameterCollectionInstances ( bool bUpdateInstanceUniformBuffers, bool bRecreateUniformBuffer )


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

code: void UpdateStreamingLevelPriority ( [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * StreamingLevel )


description:
Updates cull distance volumes for a specified component or a specified actor or all actors
True if the passed in actors or components were within a volume

code: bool UpdateCullDistanceVolumes ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ActorToUpdate, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * ComponentToUpdate )


description: 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.

code: void UpdateStreamingLevelShouldBeConsidered ( [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * StreamingLevelToConsider )


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

code: void UpdateWorldComponents ( bool bRerunConstructionScripts, bool bCurrentLevelOnly, [FRegisterComponentContext](API\Runtime\Engine\Components\FRegisterComponentContext) * Context )


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

code: bool UsesGameHiddenFlags() const


description: Welcome a new player joining this server.

code: void WelcomePlayer ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * Connection )


className: WorldTypePreLoadMap

description: A static map that is populated before loading a world from a package. This is soUWorldcan look up its WorldType in PostLoad

code: static [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [EWorldType::Type](API\Runtime\Engine\Engine\EWorldType__Type) > WorldTypePreLoadMap;


description: UWorlddefault constructor

code: UWorld ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Collect tiles package names to cook

code: void CollectTilesToCook ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & PackageNames )


className: UWorld

description: 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.

code: class UWorld : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [FNetworkNotify](API\Runtime\Engine\Engine\FNetworkNotify)

ActiveGroupActors

type: TArray<TObject...

description: Group actors currently "active".

AsyncPreRegisterDDCRequests

type: TArray<TShared...

description: List of DDC async requests we need to wait on before we register components. Game thread only.

AudioDeviceHandle

type: FAudioDeviceHan...

description: Handle to the active audio device for this world.

AudioTimeSeconds

type: double

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

AudioVolumes

type: TArray< classA...

description: Set of AudioVolumes sorted by

bActorsInitialized

type: uint8: 1

description: Whether actors have been initialized for play

bAggressiveLOD

description: Frame rate is well below DesiredFrameRate, so make LOD more aggressive

bAllowAudioPlayback

description: Indicates this scene always allows audio playback.

bAreConstraintsDirty

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

bBegunPlay

description: Whether BeginPlay has been called on actors

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

bDebugDrawAllTraceTags

type: bool

description: When set to true, all scene queries will be drawn

bDebugFrameStepExecutedThisFrame

type: uint8:  1

description: Indicates that a single frame advance happened this frame.

bDebugFrameStepExecution

description: When set, will tell us to pause simulation after one tick.

bDebugPauseExecution

description: Kismet debugging flags - they can be only editor only, but they're uint32, so it doesn't make much difference.

bDoDelayedUpdateCullDistanceVolumes

description: True we want to execute a call to UpdateCulledTriggerVolumes during Tick

bDropDetail

description: Frame rate is below DesiredFrameRate, so drop high detail actors

bEnableTraceCollision

description: This is special flag to enable collision by default for components that are not Volume currently only used by editor level viewport world, and do not use this for in-game scene

description: Special flag to enable movement component in non game worlds (seeUMovementComponent::OnRegister)

bInTick

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

bIsBuilt

description: Whether we have already built the collision tree or not

bIsCameraMoveableWhenPaused

description: When set, camera is potentially moveable even when paused

bIsDefaultLevel

description: That map is default map or not

bIsLevelStreamingFrozen

description: Is level streaming currently frozen?

bIsNameStableForNetworking

description: If True, overloaded method IsNameStableForNetworking will always return true.

bIsRunningConstructionScript

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

bIsTearingDown

description: Is the world being torn down

bIsWorldInitialized

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

bKismetScriptError

description: 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

description: Whether the match has been started

bPlayersOnly

description: When ticking the world, only update players.

bPlayersOnlyPending

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

bPostTickComponentUpdate

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

bPurgedScene

description: Indicates that the renderer scene for this editor world was purged while Play-in-Editor.

bRequestedBlockOnAsyncLoading

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

bShouldSimulatePhysics

description: If true this world will tick physics to simulate.

bStartup

description: Is the world in its actor initialization phase.

bTickNewlySpawned

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

bToggledBetweenPIEandSIEThisFrame

description: Indicates that toggling between Play-in-Editor and Simulate-in-Editor happened this frame.

bTriggerPostLoadMap

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

bWorldWasLoadedThisTick

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

CachedViewInfoRenderedLastFrame

type: TArray<FWorldC...

description: Cached view information from the last rendered frame.

CommittedPersistentLevelName

type: FName

description: Name of persistent level if we've loaded levels viaCommitMapChange()that aren't normally in the StreamingLevels array (to inform newly joining clients)

ContentBundleManager

type: TObjectPtr< cla...

DebugDrawTraceTag

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

type: TSharedPtr<FPh...

description: Default global physics scene.

DeltaRealTimeSeconds

type: float

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

DeltaTimeSeconds

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

EditorViews

type: TArray<FLevelV...

description: Saved editor viewport states - one for each view type.

EndPhysicsTickFunction

type: FEndPhysicsTick...

description: Tick function for ending physics

ExtraReferencedObjects

description: Array of any additional objects that need to be referenced by this world, to make sure they aren't GC'd

FlushLevelStreamingType

type: EFlushLevelStre...

description: Whether we flushing level streaming state

ForegroundLineBatcher

description: Foreground Line Batchers. This can't be Persistent.

FXSystem

type: FFXSystemInterf...

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

GameStateSetEvent

type: FOnGameStateSet...

description: Called whenever the gamestate is set on the world.

HierarchicalLODBuilder

type: FHierarchicalLO...

description: Hierarchical LOD System.

LastRenderTime

description: WorldTimeSeconds when this world was last rendered.

LastTimeUnbuiltLightingWasEncountered

description: Time inFPlatformTime::Secondsunbuilt time was last encountered.

Layers

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

LineBatcher

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

LWILastAssignedUID

description: Tracks the last assigned unique id for light weight instances in this world.

MyParticleEventManager

description: Particle event manager

NetDriver

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

NetworkManager

description: Instance of this world's game-specific networking management

NextSwitchCountdown

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

NextTravelType

type: TEnumAsByte< ET...

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

NextURL

type: FString

description: The URL to be used for the upcoming server travel

NumLightingUnbuiltObjects

description: This is a int on the level which is set when a light that needs to have lighting rebuilt is moved.

NumTextureStreamingDirtyResources

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

NumTextureStreamingUnbuiltComponents

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

OnActorsInitialized

type: FOnWorldInitial...

OnBeginPostProcessSettings

type: FOnBeginPostPro...

OnWorldBeginPlay

type: FOnWorldBeginPl...

OnWorldMatchStarting

type: FOnMatchStartin...

OriginalWorldName

description: Original World Name before PostLoad rename. Used to get external actors on disk.

OriginLocation

type: FIntVector

description: Current location of this world origin

OriginOffsetThisFrame

type: FVector

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

ParticlePerfStats

type: FParticlePerfSt...

description: Tracking for VFX cost for this world.

PauseDelay

description: Time at which to start pause

PerfTrackers

type: FWorldInGamePer...

description: Experimental: In game performance tracking.

PerModuleDataObjects

description: External modules can have additional data associated with thisUWorld.

PersistentLevel

description: Persistent level containing the world info, default brush and actors spawned during gameplay among other things

PersistentLineBatcher

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

PhysicsCollisionHandler

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

PhysicsField

description: Physics Field component.

description: Note that this should be merged with PhysScene going forward but is needed for now.

PlayerNum

description: Counter for allocating game- unique controller player numbers

PostProcessVolumes

type: TArray<IInterf...

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

PreparingLevelNames

type: TArray<FName>

description: Array of levels that were loaded into this map viaPrepareMapChange()/CommitMapChange()(to inform newly joining clients)

RealTimeSeconds

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

RequestedOriginLocation

description: Requested new world origin location

Scene

type: FSceneInterface...

description: The interface to the scene manager for this world.

StartPhysicsTickFunction

type: FStartPhysicsTi...

description: Tick function for starting physics

StreamingLevelsPrefix

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

StreamingVolumeUpdateDelay

description: 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)

ThumbnailInfo

description: Information for thumbnail rendering

TickGroup

description: The current ticking group

TickTaskLevel

type: FTickTaskLevel ...

description: Data structures for holding the tick functions that are associated with the world (line batcher, etc)

TimeSeconds

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

UnpausedTimeSeconds

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

URL

type: FURL

description: The URL that was used when loading this World.

ViewLocationsRenderedLastFrame

type: TArray< FVector...

description: View locations rendered in the previous frame, if any.

WorldComposition

description: All levels information from which our world is composed

WorldType

type: TEnumAsByte<EW...

description: The type of world this is.


description: Whether specified tile package name is managed by world composition

code: bool DoesTileExists ( const [FName](API\Runtime\Core\UObject\FName) & TilePackageName ) const


description: Evaluates current world origin location against provided view location Issues request for world origin rebasing in case location is far enough from current origin

code: void EvaluateWorldOriginLocation ( const FVector & ViewLocation )


className: FEnableWorldCompositionEvent

description: Event to enable/disable world composition in the world.

code: typedef TBaseDelegate_TwoParams< bool, [UWorld](API\Runtime\Engine\Engine\UWorld) *, bool > FEnableWorldCompositionEvent


className: FTilesList

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< [FWorldCompositionTile](API\Runtime\Engine\Engine\FWorldCompositionTile) > FTilesList


className: FWorldCompositionChangedEvent

description: Event when world composition was successfully enabled/disabled in the world.

code: typedef TMulticastDelegate_OneParam< void, [UWorld](API\Runtime\Engine\Engine\UWorld) * > FWorldCompositionChangedEvent


code: [TArray](API\Runtime\Core\Containers\TArray)< [FWorldTileLayer](API\Runtime\CoreUObject\Misc\FWorldTileLayer) > GetDistanceDependentLayers() const


description: Returns currently visible and hidden levels based on distance based streaming

code: void GetDistanceVisibleLevels ( const FVector & InLocation, [TArray](API\Runtime\Core\Containers\TArray)< [FDistanceVisibleLevel](API\Runtime\Engine\Engine\FDistanceVisibleLevel) > & OutVisibleLevels, [TArray](API\Runtime\Core\Containers\TArray)< [FDistanceVisibleLevel](API\Runtime\Engine\Engine\FDistanceVisibleLevel) > & OutHiddenLevels ) const


code: void GetDistanceVisibleLevels ( const FVector * InLocations, int32 Num, [TArray](API\Runtime\Core\Containers\TArray)< [FDistanceVisibleLevel](API\Runtime\Engine\Engine\FDistanceVisibleLevel) > & OutVisibleLevels, [TArray](API\Runtime\Core\Containers\TArray)< [FDistanceVisibleLevel](API\Runtime\Engine\Engine\FDistanceVisibleLevel) > & OutHiddenLevels ) const


description: Level bounding box in current shifted space

code: FBox GetLevelBounds ( [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel ) const


description: Level offset from current origin, with respect to parent levels

code: FIntVector GetLevelOffset ( [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel ) const


description: FWorldTileInfoassociated with specified package

code: [FWorldTileInfo](API\Runtime\CoreUObject\Misc\FWorldTileInfo) GetTileInfo ( const [FName](API\Runtime\Core\UObject\FName) & InPackageName ) const


description: Tiles list in a world composition


description: Currently managed world obejct

code: [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const


description: Currently opened world composition root folder (long PackageName)


description: Whether specified streaming level is distance dependent

code: bool IsDistanceDependentLevel ( [FName](API\Runtime\Core\UObject\FName) PackageName ) const


code: bool IsDistanceDependentLevel &40; int32 TileIdx &41; const


description: Handles level is being added to world

code: void OnLevelAddedToWorld ( [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel )


description: Handles level OnPostLoad event

code: static void OnLevelPostLoad ( [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel )


description: Handles level just after it was saved to disk

code: void OnLevelPostSave ( [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel )


description: Handles level just before it going to be saved to disk

code: void OnLevelPreSave ( [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel )


description: Handles level is being removed from the world

code: void OnLevelRemovedFromWorld ( [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel )


description: Notification from World browser about changes in tile info structure

code: void OnTileInfoUpdated ( const [FName](API\Runtime\Core\UObject\FName) & InPackageName, const [FWorldTileInfo](API\Runtime\CoreUObject\Misc\FWorldTileInfo) & InInfo )


description: Scans world root folder for relevant packages and initializes world composition structures

code: void Rescan()


description: Restores dirty tiles information after world composition being rescanned

code: void RestoreDirtyTilesInfo ( const [FTilesList](API\Runtime\Engine\Engine\UWorldComposition\FTilesList) & TilesPrevState )


description:
Simulates streaming in editor world, only visibility, no loading/unloading, no LOD sub-levels
Whether streaming levels state was updated by this call

code: bool UpdateEditorStreamingState ( const FVector & InLocation )


description: Adds or removes level streaming objects to world based on distance settings from current view point

code: void UpdateStreamingState ( const FVector & InLocation )


description: Adds or removes level streaming objects to world based on distance settings from players current view

code: void UpdateStreamingState ( const FVector * InLocation, int32 Num )


code: void UpdateStreamingStateCinematic ( const FVector * InLocation, int32 Num )


code: UWorldComposition ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UWorldComposition

description: WorldComposition represents world structure:

code: class UWorldComposition : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bLoadAllTilesDuringCinematic

type: bool

description: Whether all distance dependent tiles should be loaded and visible during cinematic.

bLockTilesLocation

description: Whether all tiles locations are locked.

description: Whether to rebase origin in 3D space, otherwise only on XY plane.

bTemporarilyDisableOriginTracking

description: Hack for a World Browser to be able to temporarily show hidden levels regardless of current world origin and without offsetting them temporarily

RebaseOriginDistance

type: float

description: Maximum distance to current view point where we should initiate origin rebasing.

TilesStreaming

type: TArray<TObject...

description: Streaming level objects for each tile.

TilesStreamingTimeThreshold

type: double

description: Time threshold between tile streaming state changes.


code: void UpdateStreamingState()


code: const [UWorld](API\Runtime\Engine\Engine\UWorld) * operator->() const


className: UWorldProxy::operator UWorld *

code: operator UWorld *() const


code: [UWorldProxy](API\Runtime\Engine\Engine\UWorldProxy) & operator= ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


code: [UWorldProxy](API\Runtime\Engine\Engine\UWorldProxy) & operator= ( const [UWorldProxy](API\Runtime\Engine\Engine\UWorldProxy) & InProxy )


code: bool operator== ( const [UWorldProxy](API\Runtime\Engine\Engine\UWorldProxy) & Other ) const


code: const [UWorld](API\Runtime\Engine\Engine\UWorld) & operator*() const


className: UWorldProxy

description: Proxy class that allows verification on GWorld accesses.

code: class UWorldProxy


code: namespace EngineUtils { enum EAssetToLoad { ATL_Regular, ATL_Class, } }


description: Loads all the assets found in the specified path and subpaths

code: namespace EngineUtils { bool EngineUtils::FindOrLoadAssetsByPath ( const [FString](API\Runtime\Core\Containers\FString) & Path, [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & OutAssets, [EAssetToLoad](API\Runtime\Engine\EngineUtils__EAssetToLoad) Type ) }


description: PhysX user data type

code: namespace EPhysxUserDataType { enum Type { Invalid, BodyInstance, PhysicalMaterial, PhysScene, ConstraintInstance, PrimitiveComponent, AggShape, CustomPayload, } }


description: Reflection capture shapes.

code: namespace EReflectionCaptureShape { enum Type { Sphere, Box, Plane, Num, } }


code: namespace ESortedActiveWaveGetType { enum Type { FullUpdate, PausedUpdate, QueryOnly, } }


code: namespace ESoundMixState { static const TCHAR * ESoundMixState::GetString ( [ESoundMixState::Type](API\Runtime\Engine\ESoundMixState__Type) InType ) }


description: Current state of a SoundMix

code: namespace ESoundMixState { enum Type { Inactive, FadingIn, Active, FadingOut, AwaitingRemoval, } }


code: namespace ETransformBlendMode { enum Type { Overwrite, Accumulate, } }


description: Vertex Color view modes

code: namespace EVertexColorViewMode { enum Type { Invalid, Color, Alpha, Red, Green, Blue, } }


className: bEnableDebugBrackets

description: (debugging purposes only)

code: static const bool bEnableDebugBrackets = false;


description: Emits the starting line for a subobject definition.

code: void EmitBeginObject ( [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, uint32 PortFlags )


description:
Export object to binary
False

code: virtual bool ExportBinary ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const TCHAR * Type, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn, int32 FileIndex, uint32 PortFlags )


description: Emits the ending line for a subobject definition.

code: void EmitEndObject ( [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


description: Allows the Exporter to export any extra information it would like about each instanced object. This occurs immediately after the component is exported.

code: virtual void ExportComponentExtra ( const [FExportObjectInnerContext](API\Runtime\Engine\FExportObjectInnerContext) * Context, const [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & Components, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, uint32 PortFlags )


description: Single entry point to export an object's subobjects, its components, and its properties

code: void ExportObjectInner ( const class [FExportObjectInnerContext](API\Runtime\Engine\FExportObjectInnerContext) * Context, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, uint32 PortFlags )


description: Export Package Inner

code: virtual void ExportPackageInners ( [FExportPackageParams](API\Runtime\Engine\Exporters\UExporter\FExportPackageParams) & ExpPackageParams )


description: Export Package Object

code: virtual void ExportPackageObject ( [FExportPackageParams](API\Runtime\Engine\Exporters\UExporter\FExportPackageParams) & ExpPackageParams )


description:
Export object to text
False

code: virtual bool ExportText ( const class [FExportObjectInnerContext](API\Runtime\Engine\FExportObjectInnerContext) * Context, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const TCHAR * Type, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn, uint32 PortFlags )


description: Export object to an archive

code: static bool ExportToArchive ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [UExporter](API\Runtime\Engine\Exporters\UExporter) * Exporter, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, const TCHAR * FileType, int32 FileIndex )


description: Export this object to a file. Child classes do not override this, but they do provide an Export() function to do the resource-specific export work.

code: static int32 ExportToFile ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [UExporter](API\Runtime\Engine\Exporters\UExporter) * Exporter, const TCHAR * Filename, bool InSelectedOnly, bool NoReplaceIdentical, bool Prompt )


description:
Export the given object to a file. Child classes do not override this, but they do provide an Export() function to do the resource-specific export work.
1 if the the object was successfully exported, 0 if a fatal error was encountered during export, or -1 if a non fatal error was encountered

code: static int32 ExportToFileEx ( [FExportToFileParams](API\Runtime\Engine\Exporters\UExporter\FExportToFileParams) & ExportParams )


description:
Export object to a device
true if the export went successfully.

code: static bool ExportToOutputDevice ( const class [FExportObjectInnerContext](API\Runtime\Engine\FExportObjectInnerContext) * Context, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [UExporter](API\Runtime\Engine\Exporters\UExporter) * InExporter, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Out, const TCHAR * FileType, int32 Indent, uint32 PortFlags, bool bInSelectedOnly, [UObject](API\Runtime\CoreUObject\UObject\UObject) * ExportRootScope )


className: FExportPackageParams

description: Export parameters

code: struct FExportPackageParams

Ar

type: FOutputDevice&...

Context

type: constFExportOb...

InObject

type: UObject*

InPackage

type: UPackage*

RootMapPackageName

type: FString

Type

type: const TCHAR ...

Warn

type: FFeedbackContex...


className: FExportToFileParams

code: struct FExportToFileParams

Exporter

type: UExporter*

IgnoreObjectList

type: TArray<UObject...

NoReplaceIdentical

description: =false

Prompt

description: =false


description: Find an exporter for the object and filetype.

code: static [UExporter](API\Runtime\Engine\Exporters\UExporter) * FindExporter ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const TCHAR * Filetype )


description: Return true if the exporter is in batch mode.

code: virtual bool GetBatchMode() const


description: Return true if the exporter batch was cancel.

code: virtual bool GetCancelBatch() const


description: Number of binary files to export for this object. Should be 1 in the vast majority of cases. Noted exception would be multichannel sounds which have upto 8 raw waves stored within them.

code: virtual int32 GetFileCount ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const


description: Return true if the exporter must show the export options.

code: virtual bool GetShowExportOption() const


code: virtual [FString](API\Runtime\Core\Containers\FString) GetUniqueFilename ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const TCHAR * Filename, int32 FileIndex, int32 FileCount ) const


description: Should the given object be considered selected by the current export?

code: static bool IsObjectSelectedForExport ( const [FExportObjectInnerContext](API\Runtime\Engine\FExportObjectInnerContext) * Context, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


className: RegisteredExporters

description: The set of registered exporters.

code: static [TSet](API\Runtime\Core\Containers\TSet)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UExporter](API\Runtime\Engine\Exporters\UExporter) > > RegisteredExporters;


description:
Export the given object to file. Overridden by script based exporters.
true if overridden by script exporter.

code: bool ScriptRunAssetExportTask ( class [UAssetExportTask](API\Runtime\Engine\UAssetExportTask) * Task )


description:
Export the given objects to files. Child classes do not override this, but they do provide an Export() function to do the resource-specific export work.
true if all tasks ran without error

code: static bool RunAssetExportTasks ( const [TArray](API\Runtime\Core\Containers\TArray)< [UAssetExportTask](API\Runtime\Engine\UAssetExportTask) * > & ExportTasks )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Set the exporter batch mode.

code: virtual void SetBatchMode ( bool InBatchExportMode )


description: Set the exporter batch cancel state.

code: virtual void SetCancelBatch ( bool InCancelBatch )


description: Set if the exporter should show or hide the export options.

code: virtual void SetShowExportOption ( bool InShowExportOption )


description: Returns whether this exporter supports the specific object.

code: virtual bool SupportsObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const


code: UExporter ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description:
Export the given object to file. Child classes do not override this, but they do provide an Export() function to do the resource-specific export work.
true if the the object was successfully exported

code: static bool RunAssetExportTask ( class [UAssetExportTask](API\Runtime\Engine\UAssetExportTask) * Task )


className: UExporter

code: class UExporter : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

BatchExportMode

description: The exporter is in batch mode.

bForceFileOperations

type: uint32: 1

description: If true, this will force the exporter code to create a file-based Ar (this can keep large output files from taking too much memory)

bSelectedOnly

description: If true, this will export only the selected objects

bText

description: If true, this will export the data as text

CancelBatch

description: If set to true and BatchExportMode is also true, all other export from this bulk export should be cancel

ExportRootScope

type: TObjectPtr< cla...

description: The root scope of objects to be exported, only used if PPF_ExportsNotFullyQualfied is set Objects being exported that are contained within ExportRootScope will use just their name instead of a full path

FormatDescription

type: TArray<FString...

description: Descriptiong of the export format

FormatExtension

description: File extension to use for this exporter

PreferredFormatIndex

description: Indexinto FormatExtension/FormatDescription of the preferred export format.

ShowExportOption

description: The exporter will show the export options if this field is true

SupportedClass

type: TSubclassOf< cl...

description: Supported class of this exporter

TextIndent

description: Current indentation of spaces of the exported text


className: FActivatedReverb

code: struct FActivatedReverb

ReverbSettings

type: FReverbSettings


code: void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


description: Apply the submix sends to our parse params as appropriate

code: void AddVolumeSubmixSends ( [FSoundParseParameters](API\Runtime\Engine\FSoundParseParameters) & ParseParams, EAudioVolumeLocationState LocationState )


description: Add newly created wave instance to active sound

code: [FWaveInstance](API\Runtime\Engine\FWaveInstance) & AddWaveInstance ( const UPTRINT WaveInstanceHash )


description: Check whether to apply the radio filter

code: void ApplyRadioFilter ( const [FSoundParseParameters](API\Runtime\Engine\FSoundParseParameters) & ParseParams )


description: Returns whether or not the active sound can be deleted.

code: bool CanDelete() const


code: void CollectAttenuationShapesForVisualization ( [TMultiMap](API\Runtime\Core\Containers\TMultiMap)< [EAttenuationShape::Type](API\Runtime\Engine\Engine\EAttenuationShape__Type), [FBaseAttenuationSettings::AttenuationShapeDetails](API\Runtime\Engine\Engine\FBaseAttenuationSettings\AttenuationShapeDetails) > & ShapeDetailsMap ) const


code: static [FActiveSound](API\Runtime\Engine\FActiveSound) * CreateVirtualCopy ( const [FActiveSound](API\Runtime\Engine\FActiveSound) & ActiveSoundToCopy, [FAudioDevice](API\Runtime\Engine\FAudioDevice) & AudioDevice )


className: EFadeOut

code: enum EFadeOut { None, User, Concurrency, }


description: Determines which listener is the closest to the sound

code: int32 FindClosestListener() const


description: Find an existing waveinstance attached to this audio component (if any)

code: [FWaveInstance](API\Runtime\Engine\FWaveInstance) * FindWaveInstance ( const UPTRINT WaveInstanceHash )


description: Returns whether or not sound or any active wave instances it manages are set to always play

code: bool GetAlwaysPlay() const


code: uint64 GetAudioComponentID() const


description: Gets the sound source bus sends to use for this sound instance.

code: void GetBusSends ( EBusSendType BusSendType, [TArray](API\Runtime\Core\Containers\TArray)< [FSoundSourceBusSendInfo](API\Runtime\Engine\Sound\FSoundSourceBusSendInfo) > & OutSends ) const


description: Determines which of the provided listeners is the closest to the sound

code: int32 FindClosestListener ( const [TArray](API\Runtime\Core\Containers\TArray)< struct [FListener](API\Runtime\Engine\FListener) > & InListeners ) const


code: int32 GetClosestListenerIndex() const


code: bool GetConcurrencyFadeDuration ( float & OutFadeDuration ) const


description: Returns the highest effective priority of the child wave instances. If bIgnoreAlwaysPlay set to true, gives highest priority disregarding always play priority override.

code: float GetHighestPriority ( bool bIgnoreAlwaysPlay ) const


description: Gets the sound concurrency handles applicable to this sound instance

code: void GetConcurrencyHandles ( [TArray](API\Runtime\Core\Containers\TArray)< [FConcurrencyHandle](API\Runtime\Engine\Sound\FConcurrencyHandle) > & OutConcurrencyHandles ) const


description:
Lets the audio thread know if additional Source Bus Send information has been added
the array of Sound Bus Sends that have not yet been added to the render thread

code: [TArray](API\Runtime\Core\Containers\TArray)< [TTuple](API\Runtime\Core\Misc\TTuple)< EBusSendType, [FSoundSourceBusSendInfo](API\Runtime\Engine\Sound\FSoundSourceBusSendInfo) > > const & GetNewBusSends() const


description: Returns a unique identifier for this active sound object

code: uint32 GetInstanceID() const


description: Gets the object definition id of the given playing sound's instance

code: virtual uint32 GetObjectId() const


description: Returns the unique ID of the active sound's owner if it exists. Returns 0 if the sound doesn't have an owner.

code: FSoundOwnerObjectID GetOwnerID() const


description: Returns number of actively instances of sound playing (including virtualized instances)

code: virtual int32 GetPlayCount() const


description: Get the sound class to apply on this sound instance

code: [USoundClass](API\Runtime\Engine\Sound\USoundClass) * GetSoundClass() const


code: [USoundBase](API\Runtime\Engine\Sound\USoundBase) * GetSound() const


description: Gets the sound submix sends to use for this sound instance.

code: void GetSoundSubmixSends ( [TArray](API\Runtime\Core\Containers\TArray)< [FSoundSubmixSendInfo](API\Runtime\Engine\Sound\FSoundSubmixSendInfo) > & OutSends ) const


description: Get the sound submix to use for this sound instance

code: [USoundSubmixBase](API\Runtime\Engine\Sound\USoundSubmixBase) * GetSoundSubmix() const


code: [USoundEffectSourcePresetChain](API\Runtime\Engine\Sound\USoundEffectSourcePresetChain) * GetSourceEffectChain() const


description: Gets total concurrency gain stage based on all concurrency memberships of sound


code: const [Audio::IParameterTransmitter](API\Runtime\AudioExtensions\IParameterTransmitter) * GetTransmitter() const


description: Gets volume product all gain stages pertaining to active sound

code: float GetVolume() const


code: const [TMap](API\Runtime\Core\Containers\TMap)< UPTRINT, [FWaveInstance](API\Runtime\Engine\FWaveInstance) * > & GetWaveInstances() const


code: [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UWorld](API\Runtime\Engine\Engine\UWorld) > GetWeakWorld() const


code: [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const


description:
Checks whether there are Source Bus Sends that have not yet been updated
true when there are new Source Bus Sends, false otherwise

code: bool HasNewBusSends() const


description: Whether or not the active sound is a looping sound.

code: bool IsLooping() const


description: Whether or not the active sound a one-shot sound.

code: bool IsOneShot() const


description: Whether or not the active sound is currently playing audible sound.

code: bool IsPlayingAudio() const


description: Returns whether or not sound is an editor preview sound

code: virtual bool IsPreviewSound() const


description: Delegate callback function when an async occlusion trace completes

code: static void OcclusionTraceDone ( const [FTraceHandle](API\Runtime\Engine\FTraceHandle) & TraceHandle, [FTraceDatum](API\Runtime\Engine\FTraceDatum) & TraceDatum )


description: Applies the active sound's attenuation settings to the input parse params using the given listener

code: void ParseAttenuation ( [FSoundParseParameters](API\Runtime\Engine\FSoundParseParameters) & OutParseParams, const [FListener](API\Runtime\Engine\FListener) & InListener, const [FSoundAttenuationSettings](API\Runtime\Engine\Sound\FSoundAttenuationSettings) & InAttenuationSettings )


code: void ParseAttenuation ( [FSoundParseParameters](API\Runtime\Engine\FSoundParseParameters) & OutParseParams, int32 ListenerIndex, const [FSoundAttenuationSettings](API\Runtime\Engine\Sound\FSoundAttenuationSettings) & InAttenuationSettings )


code: void RemoveWaveInstance ( const UPTRINT WaveInstanceHash )


description: Resets internal data of new Source Bus Sends

code: void ResetNewBusSends()


description: Whether or not sound reference is valid and set to play when silent.

code: bool IsPlayWhenSilent() const


code: void SetAudioComponent ( const [FActiveSound](API\Runtime\Engine\FActiveSound) & ActiveSound )


code: void SetAudioComponent ( const [UAudioComponent](API\Runtime\Engine\Components\UAudioComponent) & Component )


code: void SetAudioDevice ( [FAudioDevice](API\Runtime\Engine\FAudioDevice) * InAudioDevice )


description: Gives new Modulation Routing settings to the Active Sound.

code: void SetNewModulationRouting ( const [FSoundModulationDefaultRoutingSettings](API\Runtime\Engine\Sound\FSoundModulationDefaultRoutingSe-) & NewRouting )


code: void SetOwner ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * Owner )


code: void SetSound ( [USoundBase](API\Runtime\Engine\Sound\USoundBase) * InSound )


code: void SetSoundClass ( [USoundClass](API\Runtime\Engine\Sound\USoundClass) * SoundClass )


description: Sets the amount of audio from this active sound to send to the source bus.

code: void SetSourceBusSend ( EBusSendType BusSendType, const [FSoundSourceBusSendInfo](API\Runtime\Engine\Sound\FSoundSourceBusSendInfo) & SourceBusSendInfo )


code: void SetSourceEffectChain ( [USoundEffectSourcePresetChain](API\Runtime\Engine\Sound\USoundEffectSourcePresetChain) * InSourceEffectChain )


code: void SetSourceListener ( FSharedISourceBufferListenerPtr InListener, bool bShouldZeroBuffer )


description: Sets the amount of audio from this active sound to send to the submix.

code: void SetSubmixSend ( const [FSoundSubmixSendInfo](API\Runtime\Engine\Sound\FSoundSubmixSendInfo) & SubmixSendInfo )


code: void SetWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


description: Stops sound.

code: virtual void Stop()


className: TraceToActiveSoundMap

code: static [TMap](API\Runtime\Core\Containers\TMap)< [FTraceHandle](API\Runtime\Engine\FTraceHandle), FAsyncTraceDetails > TraceToActiveSoundMap;


description: Updates the active sound's attenuation settings to the input parse params using the given listener

code: void UpdateAttenuation ( float DeltaTime, [FSoundParseParameters](API\Runtime\Engine\FSoundParseParameters) & ParseParams, const [FListener](API\Runtime\Engine\FListener) & Listener, const [FSoundAttenuationSettings](API\Runtime\Engine\Sound\FSoundAttenuationSettings) * SettingsAttenuationNode )


code: void UpdateAttenuation ( float DeltaTime, [FSoundParseParameters](API\Runtime\Engine\FSoundParseParameters) & ParseParams, int32 ListenerIndex, const [FSoundAttenuationSettings](API\Runtime\Engine\Sound\FSoundAttenuationSettings) * SettingsAttenuationNode )


description: Updates the provided focus data using the local

code: void UpdateFocusData ( float DeltaTime, const [FAttenuationListenerData](API\Runtime\Engine\FAttenuationListenerData) & ListenerData, [FAttenuationFocusData](API\Runtime\Engine\FAttenuationFocusData) * OutFocusData )


code: void UpdateInterfaceParameters ( const [TArray](API\Runtime\Core\Containers\TArray)< [FListener](API\Runtime\Engine\FListener) > & InListeners )


description: Updates the wave instances to be played.

code: void UpdateWaveInstances ( [TArray](API\Runtime\Core\Containers\TArray)< [FWaveInstance](API\Runtime\Engine\FWaveInstance) * > & OutWaveInstances, const float DeltaTime )