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 | Type | Offset | Share |
---|---|---|---|
PersistentLevel
Persistent level containing the world info, default brush and actors spawned during gameplay among other things |
ULevel* | 0x30 | |
NetDriver
The NAME_GameNetDriver game connection(s) for client/server communication |
UNetDriver* | 0x38 | |
LineBatcher
Line Batchers. All lines to be drawn in the world. |
ULineBatchComponent* | 0x40 | |
PersistentLineBatcher
Persistent Line Batchers. They don't get flushed every frame. |
ULineBatchComponent* | 0x48 | |
ForegroundLineBatcher
Foreground Line Batchers. This can't be Persistent. |
ULineBatchComponent* | 0x50 | |
NetworkManager
Instance of this world's game-specific networking management |
AGameNetworkManager* | 0x58 | |
PhysicsCollisionHandler
Instance of this world's game-specific physics collision handler |
UPhysicsCollisionHandler* | 0x60 | |
ExtraReferencedObjects
Array of any additional objects that need to be referenced by this world, to make sure they aren't GC'd |
TArray<UObject*> | 0x68 | |
PerModuleDataObjects
External modules can have additional data associated with this UWorld. |
TArray<UObject*> | 0x78 | |
LevelSequenceActors | TArray<AActor*> | 0x88 | |
StreamingLevels | TArray<ULevelStreaming*> | 0x98 | |
StreamingLevelsToConsider | FStreamingLevelsToConsider | 0xa8 | |
StreamingLevelsPrefix
Prefix we used to rename streaming levels, non empty in PIE and standalone preview |
FString | 0xd0 | |
CurrentLevelPendingVisibility | ULevel* | 0xe0 | |
CurrentLevelPendingInvisibility | ULevel* | 0xe8 | |
DemoNetDriver | UDemoNetDriver* | 0xf0 | |
MyParticleEventManager
Particle event manager |
AParticleEventManager* | 0xf8 | |
DefaultPhysicsVolume | APhysicsVolume* | 0x100 | |
bAreConstraintsDirty : 1 | char | 0x11e | |
NavigationSystem | UNavigationSystemBase* | 0x120 | |
AuthorityGameMode | AGameModeBase* | 0x128 | |
GameState | AGameStateBase* | 0x130 | |
AISystem | UAISystemBase* | 0x138 | |
AvoidanceManager | UAvoidanceManager* | 0x140 | |
Levels | TArray<ULevel*> | 0x148 | |
LevelCollections | TArray<FLevelCollection> | 0x158 | |
OwningGameInstance | UGameInstance* | 0x188 | |
ParameterCollectionInstances | TArray<UMaterialParameterCollectionInstance*> | 0x190 | |
CanvasForRenderingToTarget | UCanvas* | 0x1a0 | |
CanvasForDrawMaterialToRenderTarget | UCanvas* | 0x1a8 | |
ComponentsThatNeedEndOfFrameUpdate | TArray<UActorComponent*> | 0x200 | |
ComponentsThatNeedEndOfFrameUpdate_OnGameThread | TArray<UActorComponent*> | 0x210 | |
WorldComposition
All levels information from which our world is composed |
UWorldComposition* | 0x560 | |
PSCPool | FWorldPSCPool | 0x5f0 |