I created a UCustomGameInstance that extends UGameInstance and overrides the Init() method. I use the Init() method to create some objects at startup, before anything else is created, but in order to do so I need the reference to the UWorld.
In the editor it works fine, but in standalone the UWorld isn’t yet created when the Init() method is called. So, is there a workaround to execute some code before ANY actor’s BeginPlay() method is executed, but at the same time has already the UWorld, in Standalone?
In my case it’s exactly what I want though, since I will be only ever using a single UWorld in my project. As a workaround for now I’m basically calling the GameInstance Init() method from the user’s pawn BeginPlay(), but I would like a “cleaner” solution…