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MultiWorld 1.10.0
Manage multiple isolated UWorld instances simultaneously in Unreal Engine, transferring player and actors between worlds.
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Collect all parameters to pass to the UMultiWorldStatics::LoadWorld() function. More...
#include <MultiWorldManager.h>
Public Attributes | |
bool | bAutoHandleInputMode = true |
Sets whenever the InputMode must be handled and restored for this world automatically. More... | |
bool | bAutoHandleWidgets = true |
Should the UMG world widgets be handled automatically or not (shown when the world is active, hidden when the world is not). More... | |
bool | bAutoInitializeWorld = true |
Should the world be initialized automatically or not. More... | |
bool | bCreateDedicatedAudioDevice = true |
Should be created a new dedicated audio device. More... | |
bool | bStartWithTickEnabled = false |
Should the loaded world tick at start. More... | |
bool | bUseStrictPackageNameWhenPossible = true |
When set the world is loaded in a package with the strict naming convention used by the engine (if not used yet). More... | |
FString | URLOptions |
An optional string of options like the one passed to the OpenLevel function. More... | |
FName | WorldName |
Optional name, useful to associate a human readable name to a world's handle. More... | |
Collect all parameters to pass to the UMultiWorldStatics::LoadWorld() function.
bool FMultiWorldLoadParameters::bAutoHandleInputMode = true |
Sets whenever the InputMode must be handled and restored for this world automatically.
True by default. In Unreal Engine the Input Mode is defined globally and so "leaks" between worlds. If AutoHandleInputMode is true, the plugin save the actual input mode when we leave the world and restore it when we return back to that world. UMultiWorldStatics::SetAutoHandleInputModeForMainWorld can be used to set the behavior for the Main World.
bool FMultiWorldLoadParameters::bAutoHandleWidgets = true |
Should the UMG world widgets be handled automatically or not (shown when the world is active, hidden when the world is not).
UMultiWorldStatics::SetAutoHandleWidgetsForMainWorld() can be used to set the behavior of the Main World.
bool FMultiWorldLoadParameters::bAutoInitializeWorld = true |
Should the world be initialized automatically or not.
If not, UMultiWorldStatics::InitializeWorld() must be called before using the world.
bool FMultiWorldLoadParameters::bCreateDedicatedAudioDevice = true |
Should be created a new dedicated audio device.
Otherwise the audio device of the main world is used.
bool FMultiWorldLoadParameters::bStartWithTickEnabled = false |
Should the loaded world tick at start.
UMultiWorldStatics::SetShouldTickWhenInBackground() can be used at run-time to change the setting later.
bool FMultiWorldLoadParameters::bUseStrictPackageNameWhenPossible = true |
When set the world is loaded in a package with the strict naming convention used by the engine (if not used yet).
Sometimes this is important because some subsystems required it (like the Level Sequencer). This can be done just the first time the map is loaded and only if the same map is not already loaded by the engine as main world. Normally you don't have to change this flag exept if you want that the engine is able to load a map already loaded as secondary world.
FString FMultiWorldLoadParameters::URLOptions |
An optional string of options like the one passed to the OpenLevel function.
e.g ?Game=<GameModeClass>
to override the game mode.
FName FMultiWorldLoadParameters::WorldName |
Optional name, useful to associate a human readable name to a world's handle.
The name, if not NONE, must be UNIQUE. Consecutive calls to LoadWorld/LoadWorldAsync with the same name returns the world associated with that name if already loaded or fail otherwise. This field is even used to search for worlds by name (see GetWorldHandleByName)