G1R AngelScript
Scripting reference for the Gothic 1 Remake
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UWorld Class Reference

The World is the top level object representing a map or a sandbox in which Actors and Components will exist and be rendered. More...

Public Member Functions

Utilities|World
AWorldSettings GetWorldSettings ()
 Returns the AWorldSettings actor associated with this world.
Functions
bool IsGameWorld () const
bool ServerTravel (FString FURL, bool bAbsolute, bool bShouldSkipGameNotify)
ENetMode GetNetMode () const
AGameStateBase GetGameState () const
float GetTimeSeconds () const
float GetUnpausedTimeSeconds () const
float GetRealTimeSeconds () const
bool IsEditorWorld () const
bool IsPreviewWorld () const
bool IsStartingUp () const
bool IsTearingDown () const
void SetGameInstance (UGameInstance NewGI)
UGameInstance GetGameInstance () const
ALevelScriptActor GetLevelScriptActor () const
ULevel GetPersistentLevel () const
TArray< ULevelStreaming > GetStreamingLevels () const
float GetAudioTimeSeconds () const
float32 GetDeltaSeconds () const
Public Member Functions inherited from UObject
bool MarkPackageDirty () const
void RemoveFromRoot ()
bool GetIsRooted () const
bool IsTransient () const
bool Modify (bool bAlwaysMarkDirty=true)
void SetTransactional (bool bTransactional)
bool IsSupportedForNetworking () const
UClass GetClass () const
UObject GetOuter () const
UObject GetTypedOuter (TSubclassOf< UObject > Target) const
 Traverses the outer chain searching for the next object of a certain type.
UPackage GetOutermost () const
UPackage GetPackage () const
void AddToRoot ()
UWorld GetWorld () const
FName GetName () const
FString GetFullName (const UObject StopOuter=nullptr) const
FString GetPathName (const UObject StopOuter=nullptr) const
bool IsA (const UClass Class) const
 Returns true if this object is of the specified type, or a child of that type.
void SaveConfig ()
void LoadConfig ()
void ReloadConfig ()
void CopyScriptPropertiesFrom (const UObject OtherObject)
void opCast (?&Address) const
FString ToString () const

Static Public Member Functions

Static Functions
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

Thumbnail
UThumbnailInfo ThumbnailInfo
 Information for thumbnail rendering.
Variables
const float TimeSeconds
const float UnpausedTimeSeconds
const float RealTimeSeconds
const AGameStateBase GameState
 The replicated actor which contains game state information that can be accessible to clients. Direct access is not allowed, use GetGameState<>().
const ENetMode NetMode
const float AudioTimeSeconds
UGameInstance GameInstance
const ALevelScriptActor LevelScriptActor
const ULevel PersistentLevel
 Persistent level containing the world info, default brush and actors spawned during gameplay among other things.
const TArray< ULevelStreaming > StreamingLevels
 Level collection. ULevels are referenced by FName (Package name) to avoid serialized references. Also contains offsets in world units.
const float32 DeltaSeconds
const AWorldSettings WorldSettings
Public Attributes inherited from UObject
const UClass Class
const UObject Outer
const UPackage Outermost
const UPackage Package
const UWorld World
const FName Name
const bool IsRooted

Utilities|WorldPartition

const UDataLayerManager DataLayerManager
 Returns the UDataLayerManager associated with this world.
UDataLayerManager GetDataLayerManager () const
 Returns the UDataLayerManager associated with this world.

Detailed Description

The World is the top level object representing a map or a sandbox in which Actors and Components will exist and be rendered.

A World can be a single Persistent Level with an optional list of streaming levels that are loaded and unloaded via volumes and blueprint functions or it can be a collection of levels organized with a World Composition.

In a standalone game, generally only a single World exists except during seamless area transitions when both a destination and current world exists. In the editor many Worlds exist: The level being edited, each PIE instance, each editor tool which has an interactive rendered viewport, and many more.

Member Function Documentation

◆ GetAudioTimeSeconds()

float GetAudioTimeSeconds ( ) const

◆ GetDataLayerManager()

UDataLayerManager GetDataLayerManager ( ) const

Returns the UDataLayerManager associated with this world.

Returns
UDataLayerManager object associated with this world

◆ GetDeltaSeconds()

float32 GetDeltaSeconds ( ) const

◆ GetGameInstance()

UGameInstance GetGameInstance ( ) const

◆ GetGameState()

AGameStateBase GetGameState ( ) const

◆ GetLevelScriptActor()

ALevelScriptActor GetLevelScriptActor ( ) const

◆ GetNetMode()

ENetMode GetNetMode ( ) const

◆ GetPersistentLevel()

ULevel GetPersistentLevel ( ) const

◆ GetRealTimeSeconds()

float GetRealTimeSeconds ( ) const

◆ GetStreamingLevels()

TArray< ULevelStreaming > GetStreamingLevels ( ) const

◆ GetTimeSeconds()

float GetTimeSeconds ( ) const

◆ GetUnpausedTimeSeconds()

float GetUnpausedTimeSeconds ( ) const

◆ GetWorldSettings()

AWorldSettings GetWorldSettings ( )

Returns the AWorldSettings actor associated with this world.

Returns
AWorldSettings actor associated with this world

◆ IsEditorWorld()

bool IsEditorWorld ( ) const

◆ IsGameWorld()

bool IsGameWorld ( ) const

◆ IsPreviewWorld()

bool IsPreviewWorld ( ) const

◆ IsStartingUp()

bool IsStartingUp ( ) const

◆ IsTearingDown()

bool IsTearingDown ( ) const

◆ ServerTravel()

bool ServerTravel ( FString FURL,
bool bAbsolute,
bool bShouldSkipGameNotify )

◆ SetGameInstance()

void SetGameInstance ( UGameInstance NewGI)

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ AudioTimeSeconds

const float AudioTimeSeconds

◆ DataLayerManager

const UDataLayerManager DataLayerManager

Returns the UDataLayerManager associated with this world.

◆ DeltaSeconds

const float32 DeltaSeconds

◆ GameInstance

UGameInstance GameInstance

◆ GameState

const AGameStateBase GameState

The replicated actor which contains game state information that can be accessible to clients. Direct access is not allowed, use GetGameState<>().

◆ LevelScriptActor

const ALevelScriptActor LevelScriptActor

◆ NetMode

const ENetMode NetMode

◆ PersistentLevel

const ULevel PersistentLevel

Persistent level containing the world info, default brush and actors spawned during gameplay among other things.

◆ RealTimeSeconds

const float RealTimeSeconds

◆ StreamingLevels

const TArray<ULevelStreaming> StreamingLevels

Level collection. ULevels are referenced by FName (Package name) to avoid serialized references. Also contains offsets in world units.

◆ ThumbnailInfo

UThumbnailInfo ThumbnailInfo

Information for thumbnail rendering.

◆ TimeSeconds

const float TimeSeconds

◆ UnpausedTimeSeconds

const float UnpausedTimeSeconds

◆ WorldSettings

const AWorldSettings WorldSettings