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28 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::ComponentSweepMulti Engine

Sweeps a component's actual collision geometry from Start to End and returns all hit results.

function
UWorld::ComponentSweepMultiByChannel Engine

Sweeps a component's actual collision geometry from Start to End on a specified collision channel and returns all hit results.

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::SweepMultiByChannel Engine

Sweeps a collision shape from Start to End and returns all overlapping hits along the path, plus the first blocking hit.

function
UWorld::SweepMultiByObjectType Engine

Sweeps a collision shape from Start to End and returns all hits against objects of the specified physical object types.

function
UWorld::SweepMultiByProfile Engine

Sweeps a collision shape from Start to End using a named collision profile and returns all hits.

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.

property
AGameModeBase::GameState Engine

The live AGameStateBase instance for this session.

function
AActor::GetLastRenderTime Engine

Returns the most recent game time (in seconds) at which any of this actor's components were rendered.

function
UObject::GetWorld CoreUObject

Returns the UWorld this object belongs to.

function
AActor::GetWorld Engine

Returns the UWorld that contains this actor.

function
UActorComponent::GetWorld Engine

Returns the UWorld that this component belongs to, or null if the component has not been registered with a world.

function
AActor::IsPendingKillPending Engine

Returns true if this actor has begun the destruction process or has already been destroyed.

function
AActor::PostActorCreated Engine

Called after an actor is spawned into the world (via UWorld::SpawnActor), both in the editor and during gameplay.

function
AActor::PostSpawnInitialize Engine

Called immediately after the actor is spawned in the world.

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

There is no UGameplayStatics::SpawnActor function.

property
AActor::SpawnCollisionHandlingMethod Engine

Controls how spawning this actor is handled when it would collide with an existing object.