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MultiWorld

UNAmedia - Nov 2, 2020

Manage multiple UWorld instances simultaneously, running different worlds in parallel with isolated actors and components. Transfer players and actors between worlds.

  • Supported Platforms
  • Supported Engine Versions
    4.25
  • Download Type
    Engine Plugin
    This product contains a code plugin, complete with pre-built binaries and all its source code that integrates with Unreal Engine, which can be installed to an engine version of your choice then enabled on a per-project basis.

MultiWorld is a runtime plugin to manage multiple independent UWorld instances simultaneously. You can run several worlds in parallel, each one with completely isolated actors and components (and so with independent graphics, audio, physics, collisions, UI, etc), with the option to transfer the player and other actors between the worlds.


Tutorial/Demonstration Video

Pre-built binary demo

Documentation and API

Support thread


The plugin is compatible with all the major platforms.


Main features:

  • unlimited number of independent "Secondary Worlds";
  • any standard UE4 Level/UMAP is compatible as-is with the plugin;
  • the standard UE4 network-replication for multi-player games is supported on the Main World (Secondary Worlds are not replicated);
  • the local player can be moved between Worlds;
  • actors can be transferred between Worlds;
  • Worlds can be independently ticked, also when not shown in the viewport;
  • asynchronous loading of Level/UMAP files;
  • all the features are available from both Blueprints and C++.


IMPORTANT The plugin has some technical constraints, please read about them carefully.

Technical Details

Features:

  • unlimited number of independent "Secondary Worlds";
  • any standard UE4 Level/UMAP is compatible as-is with the plugin;
  • the standard UE4 network-replication for multi-player games is supported on the Main World (Secondary Worlds are not replicated);
  • the local player can be moved between Worlds;
  • actors can be transferred between Worlds;
  • Worlds can be independently ticked, also when not shown in the viewport;
  • asynchronous loading of Level/UMAP files;
  • all the features are available from both Blueprints and C++.


Code Modules:

  • MultiWorld - Runtime


Network Replicated: Compatible with multiplayer games. See detailed notes.

Supported Development Platforms: Windows, Mac.

Supported Target Build Platforms: All.

Documentation: Link.

Example Project: