15 results for "UWorld"
The top-level game world object.
Subsystem base class tied to a single `UWorld` — created when the world initializes and destroyed when it tears down.
Removes an actor from the world, calling Destroyed() and cleaning up all associated resources.
Returns the current AGameModeBase instance cast to the template type.
Returns the current GameState instance cast to the template type.
Returns the elapsed game time in seconds since the world began play.
Returns the FTimerManager for this world, used to schedule, cancel, pause, and query gameplay timers.
Traces a ray from Start to End and returns all overlapping hits plus the first blocking hit.
Traces a ray from Start to End using the specified collision channel and returns the first blocking hit.
Tests a stationary collision shape at Pos against the world and returns all overlapping components on the given channel.
Spawns an actor of the given class into the world at the specified location and rotation.
Sweeps a collision shape from Start to End and returns the first blocking hit.
Manages all gameplay timers for a UWorld instance.
Returns the UWorld this object belongs to.
There is no UGameplayStatics::SpawnActor function.