Hi Version 1.3.0 of MultiWorld is now available. It adds support for Unreal Engine 5.0! Please read carefully the migration notes below. With this new version (for UE4.26, UE4.27 and UE5.0), it’s now easier to debug your Blueprints at run-time.
Changelog
Version 1.3.0
Migration notes (from v1.2.0):
If you are using a custom Game Viewport Client class instead of the provided UMultiWorldGameViewportClient, you must implement few new overrides:
UE5.0 introduced a bug in a few commonly used functions, read section Setup and Checklist - Unreal Engine 5 for the needed workarounds. This does not apply to UE4.
You can now use the common Pause/Step/Resume debug buttons when multiple Worlds are ticking in a Play-In-Editor session.
Breakpoints on Blueprints are now pausing all the ticking worlds.
Bug fixes:
UMG Widgets added to the viewport during the tick are now handled correctly: if they don’t live in the Active World (e.g. because crated in a Background World), they will be added later when the corresponding owning world will become the Active one.
The following methods of UMultiWorldOverrides have been renamed for consistency:
AddViewportWidgetContent() is now GameViewportClient_AddViewportWidgetContent();
AddViewportWidgetForPlayer() is now GameViewportClient_AddViewportWidgetForPlayer().
In the documentation of each method of UMultiWorldOverrides is now described how the call to the Super implementation must be handled, review your implementation accordingly.
Fixed a crash in UE5.0 when closing a PIE session started with Net Mode set to Play As Client.
Fixed renaming packages in UE5.0 when using the Zen Loader (mainly in non-editor builds). One of the possible issues was UMultiWorldManager::LoadWorldAsync() freezing.
The update is available for UE4.26, UE4.27, UE5.0.
Changelog
Version 1.5.0
New features
Added method UMultiWorldStatics::GetPlayerController() to workaround issues with the UE5 implementation of UGameplayStatics::GetPlayerController(). More info: MultiWorld: GetPlayerController in UE5
Bug fixes
Fixed ULocalPlayer referencing the wrong UPlayerController during UWorld ticking of Background Worlds.
Fixed Level Streaming refreshing content on World Switching.
The update of MultiWorld for Unreal Engine 5.1 has been submitted to Epic for review. We’ll update this thread when it will be available in the UE Marketplace.
Version 1.6.0 of MultiWorld is now available: added support for UE5.1, added support for World Partition, added support for Enhanced Input.
The update is available for UE4.27, UE5.0, UE5.1.
Check the important migration notes.
Changelog
Migration notes (from v1.5.0):
The syntax of all the Load World methods has changed. This was required to support the new Enhanced Input plugin used by default in UE5.1, that defers some important activities. This change allowed us to improve the existing API, providing a better and homogenous solution.
Blueprint changes:
the new nodes Load World and Load World Async are provided; they have a Completed execution flow that is activated when the Secondary World is ready and its World Handle is returned;
if delegates are preferred, the nodes Load World with Delegate and Load World Async with Delegate can be used instead.
Hello everyone! The update of MultiWorld for UE5.2 has been submitted to Epic for review on May 20th, it will be available as soon as Epic will approve it. We’ll post an updated when the new version will be available.
The update is available also for UE5.1 and UE5.2 since the new version v1.8.0 includes a few fixes and a new minor feature. You can read more in the changelog.
Multiworld is an awesome plugin. I wish it worked at EditTime, but it still solves a lot of mysteries. I purchased this plugin on sale a while ago. Recently I’ve been getting this message:
Even though I own it. I did move it from the /marketplace/ folder to my project’s plugin folder for easier source perusing. Is this an Epic Marketplace problem?
I suppose there’re some issues in Epic backends at the moment, maybe related to new features/products they’ll present in the next hours at GDC.
In a future update we’ll add the specific error code returned by Epic when checking the entitlement, in this way it will be easier to report the problem to Epic.