Actor Pool Set Factory
UFactory that creates new UNActorPoolSet assets from the Content Browser's "Create Asset" menu.
Changes related to the v0.3.0 release.
View all tagsUFactory that creates new UNActorPoolSet assets from the Content Browser's "Create Asset" menu.
Editor component visualizer that draws the distribution shape of a UNActorPoolSpawnerComponent in level viewports.
Editor utility widget that hosts the Actor Pools developer overlay and exposes editor-only actions like creating new pool-set assets.
Editor data validator that runs UAssetDefinition_NActorPoolSet::ValidateAsset against pool-set assets on save and during commandlet validation.
Provides various functions for generating points inside or on the surface of an arc using different random generation strategies.
Asset definition that registers UNActorPoolSet with the Content Browser — display name, color, category, and the static validator entry point.
A Bone functions as a connection point outside of a Cell that is used as a starting point during World Assembly.
Provides various functions for generating points inside or on the surface of the FBox using different random generation strategies.
Native helpers for drawing NEXUS canvas items to an FCanvas.
A reusable level wrapper that lets World Assembly reason about placement without loading the source map.
Toolbar options visible when a ANCellActor is present in a UWorld.
Interface implemented by actors that need to react when their owning cell has been initialized from a proxy.
Provides various functions for generating points in the plane of a circle using different random generation strategies.
Blueprint exposure layer for NEXUS collection types.
Some console commands for developers to use provided by UNWorldAssemblySubsystem.
A disposable diagnostic actor used to visualize a world-space location or arbitrary geometry during development.
An overlay listing every live ENDynamicRef slot and FName bucket in the active world(s).
An overlay showing in-flight World Assembly operations and their status.
A component which registers and unregisters the owning AActor with the UNDynamicRefSubsystem for future query.
A locator system that maintains a map that organizes actors into predefined categories.
The editor sub-mode used to author and inspect cells and organs without leaving the level viewport.
An extension on UEditorUtilityWidget providing a custom tab icon, deferred post-construct work, and cross-session state persistence via UNEditorUtilityWidgetSubsystem.
Common questions about World Assembly — its goals, the biological naming, and why it isn't built on PCG.
A breakdown of World Assembly features, their availability, and the release each is targeted for.
An async Blueprint action that soft-loads an AActor class and then gets an instance from the Actor Pool subsystem.
A developer-focused subsystem to help monitor specific metrics related to UObject usage.
Bucketed integer counter that records a running tally per iteration.
A Junction serves as a sized (XY) connection point between two Cells.
Mersenne Twister based FRandomStream-like API with some extras.
A canvas-renderable multi-line text box with severity-driven border styling.
A handful of methods meant to support the building logic that works in multiplayer scenarios.
The Multiplayer Test quickly assumes a pivotal role in the development of a multiplayer game.
Editor subsystem that drives the Multiplayer Test workflow — spawns and tracks the client/server processes that make up a test session.
Static class that installs the Multiplayer Test toggle button into the Level Editor toolbar via UToolMenus.
Native helpers for authority checks, player-identifier lookups, server travel, and ping — the C++-only counterpart to UNMultiplayerLibrary.
Entry points for capturing and comparing UObject snapshots.
Toolbar options visible when Organs are present in a UWorld.
A spatial volume that defines where World Assembly of Cells (via Tissues) should be generated.
Provides various functions for generating points inside or on the surface of the FOrientedBox using different random generation strategies.
An action to find and resolve UPoseAssets that are out-of-date with their source animation.
A procedural generation system focused on creating dynamic gameplay-focused spaces.
The project settings for NWorldAssembly.
Editor helper that registers a shared NEXUS property section across the standard Unreal property views.
Lightweight CPU-side mesh representation used by World Assembly and blockout tools.
Builds FNRawMesh instances from Unreal's collision and rendering primitives.
Intersection, containment, and convex-hull helpers for FNRawMesh geometry.
Provides various functions for generating points the plane of a rectangle using different random generation strategies.
Composable, hierarchical report structure that can be emitted as plain text or Markdown.
Base type for all report blocks, carrying the heading, header, footer, level, and priority shared by every block.
Report block that holds a sequence of free-form text lines.
Output format selector used by FNReport's emit methods to choose between plain text and Markdown.
Report block that holds tabular data, rendered as a column-aligned grid in plain text or a pipe-separated table in Markdown.
Shared severity ladder used across NEXUS for log, message, and developer-overlay classifications.
An async Blueprint action that soft-loads an AActor class and then spawns an instance from the Actor Pool subsystem at a given transform.
Provides various functions for generating points inside or on the surface of a sphere using different random generation strategies.
Provides various functions for generating points along a USplineComponent spline using different random generation strategies.
Tags play an interesting role within World Assembly, providing a cheap and effective way to markup content, drive behavior, and convey information to third-party consumers.
Runs a captured TFunction once on the automation thread, then completes.
Tears down the FNTestEnvironment world and game instance created by Create World.
Creates a fresh UWorld, registers a transient UGameInstance, and starts play on the shared FNTestEnvironment.
Yields the automation queue for a fixed number of frames before the test resumes.
Forces garbage collection after a performance measurement so the next test starts clean.
Prepares global state for low-noise performance measurement — stack walking, GC, log flush, streaming.
Latent command whose callable receives the owning FAutomationTestBase so it can ADD_ERROR.
Latent command whose callable receives both the active world and the owning FAutomationTestBase.
Latent command whose callable receives the active FNTestEnvironment::World, optionally inside an FGCScopeGuard.
A component that builds a network-synchronized UTextRenderComponent between clients.
A Junction serves as a sized (XY) connection point between two Cells.
A procedural generation system focused on creating dynamic gameplay-focused spaces.
A utility class providing functionality to support World Assembly operations.
The runtime World Assembly subsystem that drives in-game generation passes.