Nelaric Unreal Gameplay
Gameplay framework API
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UWorldStartupConfig Class Reference

Map and authored player and activity policy for a gameplay world. More...

#include <WorldStartupConfig.h>

Inheritance diagram for UWorldStartupConfig:

Public Member Functions

GAMEPLAYRUNTIME_API bool HasValidPlayerLimits () const
 Checks the authored world player-count limits.
GAMEPLAYRUNTIME_API bool HasValidActivityParticipantLimits () const
 Checks the authored activity participant-count limits.
GAMEPLAYRUNTIME_API bool HasValidStartupConfig () const
 Checks the complete authored startup configuration.

Public Attributes

TSoftObjectPtr< UWorld > WorldMap
 Map to load after selecting and validating this startup config.
int32 MinPlayersToActivate = 0
 Players required to activate world gameplay; 0 has no gate.
int32 MaxPlayers = 0
 Maximum admitted players; 0 adds no framework limit.
bool bInitiallyAcceptingPlayers = true
 Whether the world initially accepts new players.
bool bAllowJoinAfterActivation = true
 Whether players may join after world gameplay activates.
int32 MinParticipantsToStart = 0
 Default participants required to start an activity.
int32 MaxParticipants = 0
 Default activity capacity; 0 adds no activity-specific limit.
EActivityStartPolicy StartPolicy = EActivityStartPolicy::Manual
 Whether gameplay code or the minimum count triggers activity start.
EActivityJoinInProgressPolicy JoinInProgressPolicy = EActivityJoinInProgressPolicy::Reject
 Whether a running activity admits new participants by default.

Detailed Description

Map and authored player and activity policy for a gameplay world.

A consuming project creates this asset and selects it before loading the referenced map. Activity fields provide defaults for local activities. The asset stores startup policy, not replicated runtime state. Authority-side gameplay code validates and applies it on the game thread. The startup owner retains the asset for the world lifetime.

Member Function Documentation

◆ HasValidActivityParticipantLimits()

GAMEPLAYRUNTIME_API bool UWorldStartupConfig::HasValidActivityParticipantLimits ( ) const

Checks the authored activity participant-count limits.

Call on the game thread before applying activity defaults. World admission and server capacity require separate validation.

Returns
False for negative values or a positive maximum below the minimum; true otherwise.

◆ HasValidPlayerLimits()

GAMEPLAYRUNTIME_API bool UWorldStartupConfig::HasValidPlayerLimits ( ) const

Checks the authored world player-count limits.

Call on the game thread before applying this asset. Server capacity requires separate validation.

Returns
False for negative values or a positive maximum below the minimum; true otherwise.

◆ HasValidStartupConfig()

GAMEPLAYRUNTIME_API bool UWorldStartupConfig::HasValidStartupConfig ( ) const

Checks the complete authored startup configuration.

Call on the game thread before loading the map. This checks the map reference and policy values, but not whether the map can be loaded or whether server capacity can accommodate the policy.

Returns
True if the map reference and authored policy are valid.

Member Data Documentation

◆ MinParticipantsToStart

int32 UWorldStartupConfig::MinParticipantsToStart = 0

Default participants required to start an activity.

Zero removes the start gate. This does not define what happens if participants leave after the activity starts.

◆ MinPlayersToActivate

int32 UWorldStartupConfig::MinPlayersToActivate = 0

Players required to activate world gameplay; 0 has no gate.

The world can load and admit players before this threshold. Falling below it later does not deactivate gameplay automatically.


The documentation for this class was generated from the following file: