UGameplayStatics::SetEnableWorldRendering
#include "Kismet/GameplayStatics.h"
Access: public
Specifiers: staticUFUNCTIONBlueprintCallable
Description
Enables or disables rendering of the entire game world. Disabling rendering can reduce GPU load in scenarios where only UI output is needed, such as dedicated-server-like clients.
Caveats & Gotchas
- • Disabling rendering does not pause the game or stop ticking — actors continue to run. Only the viewport draw calls are skipped.
- • UI drawn directly to the HUD (via Canvas) is also suppressed because it shares the scene rendering pass. Use Slate/UMG widgets with separate render passes if you need to show UI while the world is hidden.
- • This is a viewport-level toggle; it affects all local viewports. It cannot be applied per-player in splitscreen.
Signature
static ENGINE_API void SetEnableWorldRendering(const UObject* WorldContextObject, bool bEnable); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| WorldContextObject | const UObject* | Object used to retrieve the world context. | — |
| bEnable | bool | True to render the world, false to suppress all world rendering. | — |
Return Type
void Example
Suppress world rendering for a loading screen C++
// Hide world during async level load
UGameplayStatics::SetEnableWorldRendering(this, false);
// Re-enable once the level is ready
UGameplayStatics::SetEnableWorldRendering(this, true); Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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