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.