MultiWorld 1.9.1
Manage multiple isolated UWorld instances simultaneously in Unreal Engine, transferring player and actors between worlds.
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This is the complete list of members for UMultiWorldManager, including all inherited members.
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnPreEndWorld, FMultiWorldHandle, WorldToEnd) | UMultiWorldManager | |
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnWorldSwitched, FMultiWorldHandle, PreviousWorld, FMultiWorldHandle, CurrentWorld) | UMultiWorldManager | |
Deinitialize() override | UMultiWorldManager | virtual |
EndWorld(const FMultiWorldHandle &InWorldHandle) | UMultiWorldManager | |
FixUpLocalPlayers() | UMultiWorldManager | |
ForEachSecondaryWorld(TFunction< void(UWorld *)> Predicate) (defined in UMultiWorldManager) | UMultiWorldManager | inline |
GetActiveWorldHandle() const | UMultiWorldManager | |
GetInstance(const UObject *context) | UMultiWorldManager | static |
GetMainWorldHandle() const | UMultiWorldManager | inline |
GetStatId() const override | UMultiWorldManager | virtual |
GetThisWorldHandle(const UObject *WorldContextObject) const | UMultiWorldManager | |
GetWorldHandleByName(FName WorldName) const | UMultiWorldManager | |
Initialize(FSubsystemCollectionBase &Collection) override | UMultiWorldManager | virtual |
InitializeWorld(const FMultiWorldHandle &InWorldHandle) | UMultiWorldManager | |
IsTickable() const override | UMultiWorldManager | virtual |
IsValidHandle(const FMultiWorldHandle &InWorldHandle) const | UMultiWorldManager | |
LoadWorld(TSoftObjectPtr< UWorld > MapAsset, FMultiWorldLoadParameters InParams, TFunction< void(bool, FMultiWorldHandle, FMultiWorldLoadParameters)> OnCompleteCallback) | UMultiWorldManager | |
LoadWorldAsync(TSoftObjectPtr< UWorld > MapAsset, FMultiWorldLoadParameters InParams, TFunction< void(bool, FMultiWorldHandle, FMultiWorldLoadParameters)> OnCompleteCallback) | UMultiWorldManager | |
OnLoadWorldCompleted | UMultiWorldManager | |
OnPreWorldEnded | UMultiWorldManager | |
OnWorldSwitched | UMultiWorldManager | |
RequestSwitchWorld(const FMultiWorldHandle &InWorldHandle, TFunction< void(bool)> OnSwitchWorldCompleted) | UMultiWorldManager | |
ReturnToMainWorld() | UMultiWorldManager | |
SetAutoHandleWidgetsForMainWorld(bool bAutoHandleWidgets) | UMultiWorldManager | |
SetShouldTickWhenInBackground(const FMultiWorldHandle &InWorldHandle, bool bShouldTick) | UMultiWorldManager | |
SpawnActorInWorld(TSubclassOf< class AActor > ActorClass, const FMultiWorldHandle &InWorldHandle, const FTransform &SpawnTransform, ESpawnActorCollisionHandlingMethod CollisionHandlingOverride, AActor *Owner) | UMultiWorldManager | |
SwitchWorld(const FMultiWorldHandle &InWorldHandle) | UMultiWorldManager | |
Tick(float DeltaTime) override | UMultiWorldManager | virtual |
TransferActorToWorld(AActor *InActor, const FMultiWorldHandle &InWorldHandle, const FMultiWorldTransferActorParameters &Options) | UMultiWorldManager | |
UMultiWorldOverrides (defined in UMultiWorldManager) | UMultiWorldManager | friend |