MultiWorld 1.10.0
Manage multiple isolated UWorld instances simultaneously in Unreal Engine, transferring player and actors between worlds.
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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 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...
 

Detailed Description

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

Member Data Documentation

◆ bAutoHandleInputMode

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.

◆ 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.

◆ bUseStrictPackageNameWhenPossible

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.

◆ URLOptions

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.

◆ 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 world associated with that name if already loaded or fail otherwise. This field is even used to search for worlds by name (see GetWorldHandleByName)


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