MultiWorld  1.3.0
Manage multiple isolated UWorld instances simultaneously in Unreal Engine, transferring player and actors between worlds.
Changelog

Changelog

Changelog of the MultiWorld plugin.

Version 1.3.0

Migration notes (from v1.2.0):

New features:

  • Added support for Unreal Engine 5 (UE5.0). Check Setup and Checklist - Unreal Engine 5 for important notes.
  • You can now use the common Pause/Step/Resume debug buttons when multiple Worlds are ticking in a Play-In-Editor session.
  • Breakpoints on Blueprints are now pausing all the ticking worlds.

Bug fixes:

  • UMG Widgets added to the viewport during the tick are now handled correctly: if they don't live in the Active World (e.g. because crated in a Background World), they will be added later when the corresponding owning world will become the Active one.

Version 1.2.0

New features:

Bug fixes:

  • If no Audio Device Manager is detected, all Secondary Worlds will share the same audio device of the Main World (thanks to Luben for the report).
  • Fixed UWidgetComponent appearing also as 2D widgets on screen when switching the Active World (thanks to lovewater for the report).
  • Fixed missing calls when closing a Secondary World (in particular: EndPlay() on actors and flushing of streamed levels).
  • Render Target textures used by UMultiWorldSeamTransition are now properly resized if the viewport size changes between distinct transitions.

Version 1.1.0

New features:

Bug fixes:

Version 1.0.1

  • Fixed an issue with level streaming and World Composition when Playing-In-Editor.

Version 1.0.0

  • First release.