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 UMultiWorldStatics, including all inherited members.
AreWorldsEquals(const FMultiWorldHandle &InWorldHandleA, const FMultiWorldHandle &InWorldHandleB) | UMultiWorldStatics | static |
EndWorld(const UObject *WorldContextObject, const FMultiWorldHandle &InWorldHandle) | UMultiWorldStatics | static |
ExecuteConsoleCommandInWorld(const FMultiWorldHandle &InWorldHandle, const FString &Command) | UMultiWorldStatics | static |
GetActiveWorldHandle(const UObject *WorldContextObject) | UMultiWorldStatics | static |
GetActorOfClass(const FMultiWorldHandle &InWorldHandle, TSubclassOf< AActor > ActorClass) | UMultiWorldStatics | static |
GetAllActorsOfClass(const FMultiWorldHandle &InWorldHandle, TSubclassOf< AActor > ActorClass, TArray< AActor * > &OutActors) | UMultiWorldStatics | static |
GetAllActorsOfClassWithTag(const FMultiWorldHandle &InWorldHandle, TSubclassOf< AActor > ActorClass, FName Tag, TArray< AActor * > &OutActors) | UMultiWorldStatics | static |
GetAllActorsWithInterface(const FMultiWorldHandle &InWorldHandle, TSubclassOf< UInterface > Interface, TArray< AActor * > &OutActors) | UMultiWorldStatics | static |
GetAllActorsWithTag(const FMultiWorldHandle &InWorldHandle, FName Tag, TArray< AActor * > &OutActors) | UMultiWorldStatics | static |
GetAllObjectsWithInterface(const FMultiWorldHandle &InWorldHandle, TSubclassOf< UInterface > Interface, TArray< UObject * > &OutObjects) | UMultiWorldStatics | static |
GetMainWorldHandle(const UObject *WorldContextObject) | UMultiWorldStatics | static |
GetPlayerController(const UObject *WorldContextObject, int32 PlayerIndex) | UMultiWorldStatics | static |
GetThisWorldHandle(const UObject *WorldContextObject) | UMultiWorldStatics | static |
GetWorldHandleByName(const UObject *WorldContextObject, FName WorldName) | UMultiWorldStatics | static |
InitializeWorld(const UObject *WorldContextObject, const FMultiWorldHandle &InWorldHandle) | UMultiWorldStatics | static |
IsValidHandle(const UObject *WorldContextObject, const FMultiWorldHandle &InWorldHandle) | UMultiWorldStatics | static |
LoadWorldAsyncWithDelegate(const UObject *WorldContextObject, TSoftObjectPtr< UWorld > InMapAsset, FMultiWorldLoadParameters InParams, FOnLoadWorldCompletedDelegateSimple OnComplete) | UMultiWorldStatics | static |
LoadWorldWithDelegate(const UObject *WorldContextObject, TSoftObjectPtr< UWorld > InMapAsset, FMultiWorldLoadParameters InParams, FOnLoadWorldCompletedDelegateSimple OnComplete) | UMultiWorldStatics | static |
RequestSwitchWorld(const UObject *WorldContextObject, const FMultiWorldHandle &InWorldHandle) | UMultiWorldStatics | static |
ReturnToMainWorld(const UObject *WorldContextObject) | UMultiWorldStatics | static |
SetAutoHandleWidgetsForMainWorld(const UObject *WorldContextObject, bool bAutoHandleWidgets) | UMultiWorldStatics | static |
SetPhysicsActorTransform(AActor *Actor, const FTransform &NewTransform, ETeleportType Teleport=ETeleportType::ResetPhysics) | UMultiWorldStatics | static |
SetShouldTickWhenInBackground(const UObject *WorldContextObject, const FMultiWorldHandle &InWorldHandle, bool bShouldTick) | UMultiWorldStatics | static |
SpawnActorInWorld(const UObject *WorldContextObject, TSubclassOf< class AActor > ActorClass, const FMultiWorldHandle &InWorldHandle, const FTransform &SpawnTransform, ESpawnActorCollisionHandlingMethod CollisionHandlingOverride, AActor *Owner) | UMultiWorldStatics | static |
SwitchWorld(const UObject *WorldContextObject, const FMultiWorldHandle &InWorldHandle) | UMultiWorldStatics | static |
TransferActorToWorld(const UObject *WorldContextObject, AActor *InActor, const FMultiWorldHandle &InWorldHandle, const FMultiWorldTransferActorParameters &Options) | UMultiWorldStatics | static |