12 results for "world" in class
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.
The base class for all actors that can be placed or spawned in the world.
Server-only actor that defines the rules of the game: which pawn class to spawn, how players log in and respawn, and game flow.
Manages all gameplay timers for a UWorld instance.
The base class for all actor components.
A scene component that plays a USoundBase asset at the component's world location with full control over volume, pitch, 3D spatialization, fade transitions, and runtime parameters.
Subsystem base class that lives for the entire lifetime of `GEngine` — from engine startup to shutdown.
The primary navigation subsystem that manages NavMesh generation, path queries, and agent navigation.
The base class for all components that have a position, rotation, and scale in the world.
Base class for all UE subsystems — auto-instanced singletons that share the lifetime of a specific engine construct (Engine, GameInstance, World, or LocalPlayer).
A component that renders a UUserWidget in the 3D world.