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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 LoadWorldAsync function. More...
#include <MultiWorldStatics.h>
Public Member Functions | |
virtual void | Activate () override |
Execute the actual load. More... | |
Static Public Member Functions | |
static ULoadWorldAsyncAction * | LoadWorldAsync (UObject *WorldContextObject, TSoftObjectPtr< UWorld > InMapAsset, FMultiWorldLoadParameters InParams) |
Asynchronously load a World into memory. More... | |
Public Attributes | |
FOnLoadWorldCompletedDelegate | Completed |
Completion delegate. More... | |
Class to create a proper async action node for the LoadWorldAsync function.
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inlineoverridevirtual |
Execute the actual load.
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inlinestatic |
Asynchronously load a World into memory.
The map and related assets are loaded asynchronously, using LoadPackageAsync().
In addition to the OnComplete delegate, you can also use the delegate UMultiWorldManager::OnLoadWorldCompleted to be notified when the load is completed.
To load data asynchronously, the project setting "Async Loading Thread Enabled" MUST be enabled (under section "Engine - Streaming") and project data MUST be cooked.
You can also enable the flag adding in DefaultEngine.ini
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[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 ULoadWorldAsyncAction::Completed |
Completion delegate.