33 FActorSpawnParameters();
75 FGuid OverrideActorGuid;
90 uint8_t m_bRemoteOwned : 1;
204 m_OwningGameInstance = NewGI;
220 ULevel* m_PersistentLevel;
228 double m_TimeSeconds;
231 double m_UnpausedTimeSeconds;
234 double m_RealTimeSeconds;
237 double m_AudioTimeSeconds;
240 float m_DeltaRealTimeSeconds;
243 float m_DeltaTimeSeconds;
271 struct InitializationValues
273 InitializationValues()
329 InitializationValues& InitializeScenes(
const bool bInitialize) {
bInitializeScenes = bInitialize;
return *
this; }
330 InitializationValues& AllowAudioPlayback(
const bool bAllow) { bAllowAudioPlayback = bAllow;
return *
this; }
331 InitializationValues& RequiresHitProxies(
const bool bRequires) { bRequiresHitProxies = bRequires;
return *
this; }
332 InitializationValues& CreatePhysicsScene(
const bool bCreate) { bCreatePhysicsScene = bCreate;
return *
this; }
333 InitializationValues& CreateNavigation(
const bool bCreate) { bCreateNavigation = bCreate;
return *
this; }
334 InitializationValues& CreateAISystem(
const bool bCreate) { bCreateAISystem = bCreate;
return *
this; }
335 InitializationValues& ShouldSimulatePhysics(
const bool bInShouldSimulatePhysics) { bShouldSimulatePhysics = bInShouldSimulatePhysics;
return *
this; }
336 InitializationValues& EnableTraceCollision(
const bool bInEnableTraceCollision) { bEnableTraceCollision = bInEnableTraceCollision;
return *
this; }
337 InitializationValues& ForceUseMovementComponentInNonGameWorld(
const bool bInForceUseMovementComponentInNonGameWorld) { bForceUseMovementComponentInNonGameWorld = bInForceUseMovementComponentInNonGameWorld;
return *
this; }
338 InitializationValues& SetTransactional(
const bool bInTransactional) { bTransactional = bInTransactional;
return *
this; }
339 InitializationValues& CreateFXSystem(
const bool bCreate) { bCreateFXSystem = bCreate;
return *
this; }
340 InitializationValues& CreateWorldPartition(
const bool bCreate) { bCreateWorldPartition = bCreate;
return *
this; }
341 InitializationValues& SetDefaultGameMode(TSubclassOf<class AGameModeBase> GameMode) { DefaultGameMode = GameMode;
return *
this; }
351 void Tick(
float DeltaSeconds);
364 return m_TimeSeconds;
374 return m_CurrentLevel;
383 bool AreActorsInitialized()
const;
396 bool HasBegunPlay()
const;
411 static UWorld* CreateWorld(
const EWorldType::Type InWorldType,
bool bInformEngineOfWorld,
const std::string& WorldName =
"NoName",
UPackage* InWorldPackage = NULL,
bool bAddToRoot =
true,
bool bInSkipInitWorld =
false);
421 void InitializeNewWorld(
const InitializationValues IVS = InitializationValues(),
bool bInSkipInitWorld =
false);
432 void InitializeActorsForPlay(
const FURL& InURL,
bool bResetTime =
true);
441 void ModifyLevel(
ULevel* Level)
const;
448 bool IsGameWorld()
const;
459 void RemoveActor(
AActor* Actor,
bool bShouldModifyLevel)
const;
478 bool ShivaActor(
AActor* Actor,
bool bNetForce =
false,
bool bShouldModifyLevel =
true);
485 void AddOnActorSpawnedHandler()
const;
486 void RemoveOnActorSpawnedHander()
const {}
495 void OnActorSpawned();
#define KARMA_API
Defining Karma's API macro for storage class information.
Definition Core.h:41
#define FORCEINLINE
Typical inlining macro for clarity.
Definition Core.h:157
#define DECLARE_KARMA_CLASS(TClass, TSuperClass)
Karma's gamecode object class declaration.
Definition GFrameworkMacros.h:44
This file contains the class UObject along with helper functions.
This file contains the class TSubclassOf and relevant helpers.
FORCEINLINE T * CastChecked(const U &Src, ECastCheckedType::Type CheckType=ECastCheckedType::NullChecked)
Definition UObjectGlobals.h:704
EObjectFlags
Flags describing an object instance.
Definition UObjectGlobals.h:183
Actor is the base class for an object that can be placed or spawned in a level.
Definition Actor.h:34
Template to allow TClassType's to be passed around with type safety.
Definition SubClassOf.h:119
A component that spawns an Actor when registered, and destroys it when unregistered.
Definition ChildActorComponent.h:25
An object class.
Definition Class.h:158
A high-level manager object for an instance of the running game.
Definition GameInstance.h:28
A Level is a collection of Actors (lights, volumes, mesh instances etc.). Multiple Levels can be load...
Definition Level.h:30
UObject()
Definition Object.cpp:10
A generic outer for UObjects, for instance UWorld.
Definition Package.h:23
The World is the top level object representing a map or a sandbox in which Actors and Components will...
Definition World.h:150
void SetGameInstance(UGameInstance *NewGI)
Definition World.h:202
uint8_t m_bBegunPlay
Definition World.h:262
AActor * SpawnActor(UClass *Class, FTransform const *Transform, const FActorSpawnParameters &SpawnParameters=FActorSpawnParameters())
Definition World.cpp:34
EWorldType::Type m_WorldType
Definition World.h:265
UWorld()
Definition World.cpp:19
uint8_t m_bIsTearingDown
Definition World.h:253
FORCEINLINE ULevel * GetCurrentLevel() const
Definition World.h:372
ULevel * GetPersistentLevel() const
Definition World.h:195
FORCEINLINE double GetTimeSeconds() const
Definition World.h:362
uint8_t m_bActorsInitialized
Definition World.h:259
T * SpawnActor(UClass *Class, const FActorSpawnParameters &SpawnParameters=FActorSpawnParameters())
Definition World.h:184
Type
Definition KarmaTypes.h:47
@ NullAllowed
Definition UObjectGlobals.h:688
URL structure.
Definition KarmaTypes.h:487
Struct of optional parameters passed to SpawnActor function(s).
Definition World.h:32
class UChildActorComponent * m_OverrideParentComponent
Definition World.h:79
EObjectFlags m_ObjectFlags
Definition World.h:114
APawn * m_Instigator
Definition World.h:59
uint8_t m_bNoFail
Definition World.h:130
ESpawnActorNameMode
Modes that SpawnActor can use the supplied name when it is not None.
Definition World.h:96
@ Required_ErrorAndReturnNull
Definition World.h:101
@ Required_ReturnNull
Definition World.h:104
@ Required_Fatal
Definition World.h:98
@ Requested
Definition World.h:107
ULevel * m_OverrideLevel
Definition World.h:66
bool IsRemoteOwned() const
Getter for m_bRemoteOwned.
Definition World.h:125
std::string m_Name
Definition World.h:40
uint8_t m_bDeferConstruction
Definition World.h:137
AActor * m_Template
Definition World.h:47
AActor * m_Owner
Definition World.h:53
ESpawnActorNameMode m_NameMode
Definition World.h:111
uint32_t bShouldSimulatePhysics
Definition World.h:308
TSubclassOf< class AGameModeBase > DefaultGameMode
Definition World.h:326
uint32_t bCreateAISystem
Definition World.h:305
uint32_t bRequiresHitProxies
Definition World.h:296
uint32_t bInitializeScenes
Definition World.h:290
uint32_t bCreateWorldPartition
Definition World.h:323
uint32_t bCreateNavigation
Definition World.h:302
uint32_t bCreateFXSystem
Definition World.h:320
uint32_t bForceUseMovementComponentInNonGameWorld
Definition World.h:314
uint32_t bCreatePhysicsScene
Definition World.h:299
uint32_t bEnableTraceCollision
Definition World.h:311
uint32_t bAllowAudioPlayback
Definition World.h:293
uint32_t bTransactional
Definition World.h:317