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15 results for "UWorld"

class
UWorld Engine

The top-level game world object.

class
UWorldSubsystem Engine

Subsystem base class tied to a single `UWorld` — created when the world initializes and destroyed when it tears down.

function
UWorld::DestroyActor Engine

Removes an actor from the world, calling Destroyed() and cleaning up all associated resources.

function
UWorld::GetAuthGameMode Engine

Returns the current AGameModeBase instance cast to the template type.

function
UWorld::GetGameState Engine

Returns the current GameState instance cast to the template type.

function
UWorld::GetTimeSeconds Engine

Returns the elapsed game time in seconds since the world began play.

function
UWorld::GetTimerManager Engine

Returns the FTimerManager for this world, used to schedule, cancel, pause, and query gameplay timers.

function
UWorld::LineTraceMultiByChannel Engine

Traces a ray from Start to End and returns all overlapping hits plus the first blocking hit.

function
UWorld::LineTraceSingleByChannel Engine

Traces a ray from Start to End using the specified collision channel and returns the first blocking hit.

function
UWorld::OverlapMultiByChannel Engine

Tests a stationary collision shape at Pos against the world and returns all overlapping components on the given channel.

function
UWorld::SpawnActor Engine

Spawns an actor of the given class into the world at the specified location and rotation.

function
UWorld::SweepSingleByChannel Engine

Sweeps a collision shape from Start to End and returns the first blocking hit.

class
FTimerManager Engine

Manages all gameplay timers for a UWorld instance.

function
UObject::GetWorld CoreUObject

Returns the UWorld this object belongs to.

function
UGameplayStatics::SpawnActor (Spawn Actor from Class) Engine

There is no UGameplayStatics::SpawnActor function.