![]() |
MultiWorld 1.10.0
Manage multiple isolated UWorld instances simultaneously in Unreal Engine, transferring player and actors between worlds.
|
This is the complete list of members for UMultiWorldManager, including all inherited members.
| DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnPreEndWorld, FMultiWorldHandle, WorldToEnd) | UMultiWorldManager | |
| DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnWorldSwitched, FMultiWorldHandle, PreviousWorld, FMultiWorldHandle, CurrentWorld) | UMultiWorldManager | |
| Deinitialize() override | UMultiWorldManager | virtual |
| EndAllWorlds(TFunction< void()> OnCompleteCallback) | UMultiWorldManager | |
| EndWorld(const FMultiWorldHandle &InWorldHandle, TFunction< void()> OnCompleteCallback) | UMultiWorldManager | |
| FixUpLocalPlayers() | UMultiWorldManager | |
| ForEachSecondaryWorld(TFunction< void(UWorld *)> Predicate) | UMultiWorldManager | inline |
| GetActiveWorldHandle() const | UMultiWorldManager | |
| GetInstance(const UObject *context) | UMultiWorldManager | static |
| GetMainWorldHandle() const | UMultiWorldManager | inline |
| GetStatId() const override | UMultiWorldManager | virtual |
| GetThisWorldHandle(const UObject *WorldContextObject) const | UMultiWorldManager | |
| GetWorldHandleByName(FName WorldName) const | UMultiWorldManager | |
| Initialize(FSubsystemCollectionBase &Collection) override | UMultiWorldManager | virtual |
| InitializeWorld(const FMultiWorldHandle &InWorldHandle) | UMultiWorldManager | |
| IsTickable() const override | UMultiWorldManager | virtual |
| IsValidHandle(const FMultiWorldHandle &InWorldHandle) const | UMultiWorldManager | |
| LoadWorld(TSoftObjectPtr< UWorld > MapAsset, FMultiWorldLoadParameters InParams, TFunction< void(bool, FMultiWorldHandle, FMultiWorldLoadParameters)> OnCompleteCallback) | UMultiWorldManager | |
| LoadWorldAsync(TSoftObjectPtr< UWorld > MapAsset, FMultiWorldLoadParameters InParams, TFunction< void(bool, FMultiWorldHandle, FMultiWorldLoadParameters)> OnCompleteCallback) | UMultiWorldManager | |
| OnLoadWorldCompleted | UMultiWorldManager | |
| OnPreWorldEnded | UMultiWorldManager | |
| OnWorldSwitched | UMultiWorldManager | |
| RequestSwitchWorld(const FMultiWorldHandle &InWorldHandle, TFunction< void(bool)> OnSwitchWorldCompleted) | UMultiWorldManager | |
| ReturnToMainWorld() | UMultiWorldManager | |
| SetAutoHandleInputModeForMainWorld(bool bAutoHandleWidgets) | UMultiWorldManager | |
| SetAutoHandleWidgetsForMainWorld(bool bAutoHandleWidgets) | UMultiWorldManager | |
| SetShouldTickWhenInBackground(const FMultiWorldHandle &InWorldHandle, bool bShouldTick) | UMultiWorldManager | |
| SpawnActorInWorld(TSubclassOf< class AActor > ActorClass, const FMultiWorldHandle &InWorldHandle, const FTransform &SpawnTransform, ESpawnActorCollisionHandlingMethod CollisionHandlingOverride, AActor *Owner) | UMultiWorldManager | |
| SwitchWorld(const FMultiWorldHandle &InWorldHandle) | UMultiWorldManager | |
| Tick(float DeltaTime) override | UMultiWorldManager | virtual |
| TransferActorToWorld(AActor *InActor, const FMultiWorldHandle &InWorldHandle, const FMultiWorldTransferActorParameters &Options) | UMultiWorldManager | |
| UMultiWorldOverrides (defined in UMultiWorldManager) | UMultiWorldManager | friend |