MultiWorld 1.6.0
Manage multiple isolated UWorld instances simultaneously in Unreal Engine, transferring player and actors between worlds.
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Public Member Functions | Static Public Member Functions | Public Attributes | List of all members
ULoadWorldAsyncAction Class Reference

Class to create a proper async action node for the LoadWorldAsync function. More...

#include <MultiWorldStatics.h>

Inheritance diagram for ULoadWorldAsyncAction:

Public Member Functions

virtual void Activate () override
 Execute the actual load. More...
 

Static Public Member Functions

static ULoadWorldAsyncActionLoadWorldAsync (UObject *WorldContextObject, TSoftObjectPtr< UWorld > InMapAsset, FMultiWorldLoadParameters InParams)
 Asynchronously load a World into memory. More...
 

Public Attributes

FOnLoadWorldCompletedDelegate Completed
 Completion delegate. More...
 

Detailed Description

Class to create a proper async action node for the LoadWorldAsync function.

Member Function Documentation

◆ Activate()

virtual void ULoadWorldAsyncAction::Activate ( )
inlineoverridevirtual

Execute the actual load.

◆ LoadWorldAsync()

static ULoadWorldAsyncAction * ULoadWorldAsyncAction::LoadWorldAsync ( UObject *  WorldContextObject,
TSoftObjectPtr< UWorld >  InMapAsset,
FMultiWorldLoadParameters  InParams 
)
inlinestatic

Asynchronously load a World into memory.

The map and related assets are loaded asynchronously, using LoadPackageAsync().

In addition to the OnComplete delegate, you can also use the delegate UMultiWorldManager::OnLoadWorldCompleted to be notified when the load is completed.

Attention
Be aware that the loaded world exists only on the local client and is not replicated.
Attention

To load data asynchronously, the project setting "Async Loading Thread Enabled" MUST be enabled (under section "Engine - Streaming") and project data MUST be cooked.

You can also enable the flag adding in DefaultEngine.ini:

[/Script/Engine.StreamingSettings]
s.AsyncLoadingThreadEnable=true
Parameters
[in]WorldContextObjectthe world context object
MapAssetthe map asset where the World is located.
InParamsoptional params to customize the loading.
OnCompletedelegate called on loading complete.
See also
UMultiWorldManager::LoadWorld() or LoadWorldWithDelegate() to load a world synchronously.
FMultiWorldLoadParameters to customize the loading.

Member Data Documentation

◆ Completed

FOnLoadWorldCompletedDelegate ULoadWorldAsyncAction::Completed

Completion delegate.


The documentation for this class was generated from the following file: