The world in unreal is the object representing a space where the Actors exist. Loads a persistent level that then can stream sublevels if required.
- *LineTrace*() - Shoot a ray in the world and find out what it hits.
- *Overlap*() - Use a shape in the world to se if it collides with something.
- SpawnActor*() - Create a actor in the world.
- Sweep*() - Move a shape in the world and return collision.
- GetAuthGameMode() -
- GetGameInstance() -
- GetGameState() -
A level is created in the unreal editor and saved as a .umap file so they are also referred to as maps.