MultiWorld 1.9.0
Manage multiple isolated UWorld instances simultaneously in Unreal Engine, transferring player and actors between worlds.
Loading...
Searching...
No Matches
Public Attributes | List of all members
FMultiWorldLoadParameters Struct Reference

Collect all parameters to pass to the UMultiWorldStatics::LoadWorld() function. More...

#include <MultiWorldManager.h>

Public Attributes

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...
 
FName WorldName
 Optional name, useful to associate a human readable name to a world's handle. More...
 

Detailed Description

Collect all parameters to pass to the UMultiWorldStatics::LoadWorld() function.

Member Data Documentation

◆ bAutoHandleWidgets

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.

◆ bAutoInitializeWorld

bool FMultiWorldLoadParameters::bAutoInitializeWorld = true

Should the world be initialized automatically or not.

If not, UMultiWorldStatics::InitializeWorld() must be called before using the world.

◆ bCreateDedicatedAudioDevice

bool FMultiWorldLoadParameters::bCreateDedicatedAudioDevice = true

Should be created a new dedicated audio device.

Otherwise the audio device of the main world is used.

◆ bStartWithTickEnabled

bool FMultiWorldLoadParameters::bStartWithTickEnabled = false

Should the loaded world tick at start.

UMultiWorldStatics::SetShouldTickWhenInBackground() can be used at run-time to change the setting later.

◆ WorldName

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 first loaded world with that name! This field is even used to search for worlds by name (see GetWorldHandleByName)


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