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(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);