![]() |
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 UMultiWorldStatics, including all inherited members.
| AreWorldsEquals(const FMultiWorldHandle &InWorldHandleA, const FMultiWorldHandle &InWorldHandleB) | UMultiWorldStatics | static |
| EndAllWorldsWithDelegate(const UObject *WorldContextObject, FOnEndWorldCompletedDelegateSimple OnComplete) | UMultiWorldStatics | static |
| EndWorld(const UObject *WorldContextObject, const FMultiWorldHandle &InWorldHandle) | UMultiWorldStatics | static |
| EndWorldWithDelegate(const UObject *WorldContextObject, const FMultiWorldHandle &InWorldHandle, FOnEndWorldCompletedDelegateSimple OnComplete) | UMultiWorldStatics | static |
| ExecuteConsoleCommandInWorld(const FMultiWorldHandle &InWorldHandle, const FString &Command) | UMultiWorldStatics | static |
| GetActiveWorldHandle(const UObject *WorldContextObject) | UMultiWorldStatics | static |
| GetActorOfClass(const FMultiWorldHandle &InWorldHandle, TSubclassOf< AActor > ActorClass) | UMultiWorldStatics | static |
| GetAllActorsOfClass(const FMultiWorldHandle &InWorldHandle, TSubclassOf< AActor > ActorClass, TArray< AActor * > &OutActors) | UMultiWorldStatics | static |
| GetAllActorsOfClassWithTag(const FMultiWorldHandle &InWorldHandle, TSubclassOf< AActor > ActorClass, FName Tag, TArray< AActor * > &OutActors) | UMultiWorldStatics | static |
| GetAllActorsWithInterface(const FMultiWorldHandle &InWorldHandle, TSubclassOf< UInterface > Interface, TArray< AActor * > &OutActors) | UMultiWorldStatics | static |
| GetAllActorsWithTag(const FMultiWorldHandle &InWorldHandle, FName Tag, TArray< AActor * > &OutActors) | UMultiWorldStatics | static |
| GetAllObjectsWithInterface(const FMultiWorldHandle &InWorldHandle, TSubclassOf< UInterface > Interface, TArray< UObject * > &OutObjects) | UMultiWorldStatics | static |
| GetMainWorldHandle(const UObject *WorldContextObject) | UMultiWorldStatics | static |
| GetPlayerController(const UObject *WorldContextObject, int32 PlayerIndex) | UMultiWorldStatics | static |
| GetThisWorldHandle(const UObject *WorldContextObject) | UMultiWorldStatics | static |
| GetWorldHandleByName(const UObject *WorldContextObject, FName WorldName) | UMultiWorldStatics | static |
| GetWorldPtr(const FMultiWorldHandle &InWorldHandle) | UMultiWorldStatics | static |
| InitializeWorld(const UObject *WorldContextObject, const FMultiWorldHandle &InWorldHandle) | UMultiWorldStatics | static |
| IsValidHandle(const UObject *WorldContextObject, const FMultiWorldHandle &InWorldHandle) | UMultiWorldStatics | static |
| LoadWorldAsyncWithDelegate(const UObject *WorldContextObject, TSoftObjectPtr< UWorld > InMapAsset, FMultiWorldLoadParameters InParams, FOnLoadWorldCompletedDelegateSimple OnComplete) | UMultiWorldStatics | static |
| LoadWorldWithDelegate(const UObject *WorldContextObject, TSoftObjectPtr< UWorld > InMapAsset, FMultiWorldLoadParameters InParams, FOnLoadWorldCompletedDelegateSimple OnComplete) | UMultiWorldStatics | static |
| RequestSwitchWorld(const UObject *WorldContextObject, const FMultiWorldHandle &InWorldHandle) | UMultiWorldStatics | static |
| ReturnToMainWorld(const UObject *WorldContextObject) | UMultiWorldStatics | static |
| SetAutoHandleInputModeForMainWorld(const UObject *WorldContextObject, bool bAutoHandleInputMode) | UMultiWorldStatics | static |
| SetAutoHandleWidgetsForMainWorld(const UObject *WorldContextObject, bool bAutoHandleWidgets) | UMultiWorldStatics | static |
| SetPhysicsActorTransform(AActor *Actor, const FTransform &NewTransform, ETeleportType Teleport=ETeleportType::ResetPhysics) | UMultiWorldStatics | static |
| SetShouldTickWhenInBackground(const UObject *WorldContextObject, const FMultiWorldHandle &InWorldHandle, bool bShouldTick) | UMultiWorldStatics | static |
| SpawnActorInWorld(const UObject *WorldContextObject, TSubclassOf< class AActor > ActorClass, const FMultiWorldHandle &InWorldHandle, const FTransform &SpawnTransform, ESpawnActorCollisionHandlingMethod CollisionHandlingOverride, AActor *Owner) | UMultiWorldStatics | static |
| SwitchWorld(const UObject *WorldContextObject, const FMultiWorldHandle &InWorldHandle) | UMultiWorldStatics | static |
| TransferActorToWorld(const UObject *WorldContextObject, AActor *InActor, const FMultiWorldHandle &InWorldHandle, const FMultiWorldTransferActorParameters &Options) | UMultiWorldStatics | static |