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UGameplayStatics::SetEnableWorldRendering

function Engine Blueprint Since 4.0
#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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