Actor Pool
A runtime object pool that efficiently manages a collection of spawned AActors.
Changes related to the v0.3.1 release.
View all tagsA runtime object pool that efficiently manages a collection of spawned AActors.
A Blueprint-compatible struct that defines configuration parameters for managing object pooling inside of a FNActorPool.
A centralized management system that provides UWorld-specific access to AActor pooling functionality, acting as the primary interface for creating, managing, and accessing multiple FNActorPools.
A Bone functions as a connection point outside of a Cell that is used as a starting point during World Assembly.
A reusable level wrapper that lets World Assembly reason about placement without loading the source map.
Interface implemented by actors that need to react when their owning cell has been initialized from a proxy.
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 Blueprint-friendly UObject wrapper around a single ENDynamicRef slot or FName bucket, used by the developer overlay.
A locator system that maintains a map that organizes actors into predefined categories.
A breakdown of World Assembly features, their availability, and the release each is targeted for.
Blueprint exposure layer that turns FGameplayTagContainer queries into branch-able execution nodes.
A Junction serves as a sized (XY) connection point between two Cells.
A spatial volume that defines where World Assembly of Cells (via Tissues) should be generated.
The project settings for NWorldAssembly.
Composable, hierarchical report structure that can be emitted as plain text or Markdown.
Report block that renders like a base block but contributes nothing when it has no child blocks, so empty groupings vanish from the output.
Report block that holds a sequence of items, rendered as a bulleted list in plain text or Markdown.
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.
A Junction serves as a sized (XY) connection point between two Cells.
A utility class providing functionality to support World Assembly operations.