MultiWorld 1.9.1
Manage multiple isolated UWorld instances simultaneously in Unreal Engine, transferring player and actors between worlds.
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FScopeLocalPlayerOnWorld Struct Referencefinal

Utility class to force the LocalPlayer's World to be the one given in input and assign the right PlayerController for the duration of this context. More...

#include <ScopeLocalPlayerOnWorld.h>

Inheritance diagram for FScopeLocalPlayerOnWorld:

Public Member Functions

 FScopeLocalPlayerOnWorld (ULocalPlayer *LP, UWorld *World)
 

Detailed Description

Utility class to force the LocalPlayer's World to be the one given in input and assign the right PlayerController for the duration of this context.

Do nothing if the local player is already in the desired world. In destruction it restore the previous state.

The LocalPlayer's (LP) World is always equal to the world that it's ticking but if we call functions of a different world (e.g just consider delegates), calling LocalPlayer->GetWorld() or LocalPlayer->PlayerController, we could get a different world / player controller from what we wait for.

This utility class is useful when we want to force the local player "to be" in a world before calling functions that make use the local player to get the world or the PlayerController (e.g ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(LocalPlayer); ).


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