MultiWorld 1.9.1
Manage multiple isolated UWorld instances simultaneously in Unreal Engine, transferring player and actors between worlds.
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UMultiWorldStatics Member List

This is the complete list of members for UMultiWorldStatics, including all inherited members.

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