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MultiWorld 1.9.5
Manage multiple isolated UWorld instances simultaneously in Unreal Engine, transferring player and actors between worlds.
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Class to create a proper "async" action node for the LoadWorld function. More...
#include <MultiWorldStatics.h>
Public Member Functions | |
virtual void | Activate () override |
Execute the actual load. More... | |
Static Public Member Functions | |
static ULoadWorldAction * | LoadWorld (UObject *WorldContextObject, TSoftObjectPtr< UWorld > InMapAsset, FMultiWorldLoadParameters InParams) |
Synchronously load a World into memory. More... | |
Public Attributes | |
FOnLoadWorldCompletedDelegate | Completed |
Completion delegate. More... | |
Class to create a proper "async" action node for the LoadWorld function.
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inlineoverridevirtual |
Execute the actual load.
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inlinestatic |
Synchronously load a World into memory.
This is a blocking call, that do most of its job in the game thread and completes its activity before the end of the current engine frame. To guarantee a proper initialization of the loaded UWorld, some initializations could have to be deferred later in the current engine frame. The OnComplete callback will be called as soon as the initialization is done.
In particular, if this method is called during the BeginPlay of the current world (aka the Active World), the OnComplete callback will be activated soon after the BeginPlay ends.
[in] | WorldContextObject | the world context object |
InMapAsset | the map asset where the World is located. | |
InParams | optional params to customize the loading. | |
OnComplete | delegate called on loading complete. |
FOnLoadWorldCompletedDelegate ULoadWorldAction::Completed |
Completion delegate.