MultiWorld 1.9.1
Manage multiple isolated UWorld instances simultaneously in Unreal Engine, transferring player and actors between worlds.
Loading...
Searching...
No Matches
UMultiWorldManager Member List

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() overrideUMultiWorldManagervirtual
EndWorld(const FMultiWorldHandle &InWorldHandle)UMultiWorldManager
FixUpLocalPlayers()UMultiWorldManager
ForEachSecondaryWorld(TFunction< void(UWorld *)> Predicate) (defined in UMultiWorldManager)UMultiWorldManagerinline
GetActiveWorldHandle() constUMultiWorldManager
GetInstance(const UObject *context)UMultiWorldManagerstatic
GetMainWorldHandle() constUMultiWorldManagerinline
GetStatId() const overrideUMultiWorldManagervirtual
GetThisWorldHandle(const UObject *WorldContextObject) constUMultiWorldManager
GetWorldHandleByName(FName WorldName) constUMultiWorldManager
Initialize(FSubsystemCollectionBase &Collection) overrideUMultiWorldManagervirtual
InitializeWorld(const FMultiWorldHandle &InWorldHandle)UMultiWorldManager
IsTickable() const overrideUMultiWorldManagervirtual
IsValidHandle(const FMultiWorldHandle &InWorldHandle) constUMultiWorldManager
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
OnLoadWorldCompletedUMultiWorldManager
OnPreWorldEndedUMultiWorldManager
OnWorldSwitchedUMultiWorldManager
RequestSwitchWorld(const FMultiWorldHandle &InWorldHandle, TFunction< void(bool)> OnSwitchWorldCompleted)UMultiWorldManager
ReturnToMainWorld()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) overrideUMultiWorldManagervirtual
TransferActorToWorld(AActor *InActor, const FMultiWorldHandle &InWorldHandle, const FMultiWorldTransferActorParameters &Options)UMultiWorldManager
UMultiWorldOverrides (defined in UMultiWorldManager)UMultiWorldManagerfriend