Core

Classes and types

Game Framework Objects

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);