Core
- Engine various structures
- The Unreal Engine Game Framework: From int main() to BeginPlay
- Garbage Collection
Classes and types
Game Framework Objects
- Detailed list here (WizardCell)
- Another more detailed list here (JPL)
- More details on UObject, UClass, CDO and UBlueprint (See also UBlueprint & UBlueprintGeneratedClass)
Object
Actors
Blueprints
Other types
Miscs
Core delegates
- See
FCoreDelegates
Seamless and hard travel
UWorld creation flow
GWorld
GWorld
(that shouldn’t be used in gameplay) holds a pointer to the game editor world.
When in PIE it’s the PIE world, and it switch’s back to the editor world on PIE exit.
See SetPlayInEditorWorld
and RestoreEditorWorld
.
Source call of Beginplay
Partial root is AGameModeBase::StartPlay -> GameState::HandleBeginPlay - >GetWorldSettings()->NotifyBeginPlay() which finally sets World->SetBegunPlay(true);