MultiWorld 1.9.1
Manage multiple isolated UWorld instances simultaneously in Unreal Engine, transferring player and actors between worlds.
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Collect all parameters to pass to the UMultiWorldStatics::LoadWorld() function. More...
#include <MultiWorldManager.h>
Public Attributes | |
bool | bAutoHandleWidgets = true |
Should the UMG world widgets be handled automatically or not (shown when the world is active, hidden when the world is not). More... | |
bool | bAutoInitializeWorld = true |
Should the world be initialized automatically or not. More... | |
bool | bCreateDedicatedAudioDevice = true |
Should be created a new dedicated audio device. More... | |
bool | bStartWithTickEnabled = false |
Should the loaded world tick at start. More... | |
FName | WorldName |
Optional name, useful to associate a human readable name to a world's handle. More... | |
Collect all parameters to pass to the UMultiWorldStatics::LoadWorld() function.
bool FMultiWorldLoadParameters::bAutoHandleWidgets = true |
Should the UMG world widgets be handled automatically or not (shown when the world is active, hidden when the world is not).
UMultiWorldStatics::SetAutoHandleWidgetsForMainWorld() can be used to set the behavior of the Main World.
bool FMultiWorldLoadParameters::bAutoInitializeWorld = true |
Should the world be initialized automatically or not.
If not, UMultiWorldStatics::InitializeWorld() must be called before using the world.
bool FMultiWorldLoadParameters::bCreateDedicatedAudioDevice = true |
Should be created a new dedicated audio device.
Otherwise the audio device of the main world is used.
bool FMultiWorldLoadParameters::bStartWithTickEnabled = false |
Should the loaded world tick at start.
UMultiWorldStatics::SetShouldTickWhenInBackground() can be used at run-time to change the setting later.
FName FMultiWorldLoadParameters::WorldName |
Optional name, useful to associate a human readable name to a world's handle.
The name, if not NONE, must be unique. Consecutive calls to LoadWorld/LoadWorldAsync with the same name returns the first loaded world with that name! This field is even used to search for worlds by name (see GetWorldHandleByName)