Hello! The update for UE5.4 has been submitted to Epic. It should be available in a few days.
Support for UE5.4 is now available
Hello! MultiWorld for UE5.4 is now available on the UE Marketplace.
I know the pricing is as high as it is because companies can afford it, but as an indie dev charging $300 for this is insane. I could buy a Nintendo Switch or upgrade my CPU with that money.
Fab and UE5.5
Hello everyone! Since we havenât posted anything in a while, we wanted to share a quick update:
- Weâve already started working on porting all plugins to UE5.5, so weâll be ready to release them when the stable version is available.
- Thanks to Epic Games, all our plugins will be available on Fab soon. The process should be completely transparent for all of you!
Support for UE5.5 is now available
Hello, MultiWorld is now available for UE5.5!
To install it: open the Epic Games Launcher, navigate to Unreal Engine > Library > Fab Library, search the plugin by name, press the Install to Engine button, select the desired engine version and then press the Install button.
Hot-fix v1.9.5
Hi everyone! Hot-fix v1.9.5 for â MultiWorld is now available on Fab. It fixes a bug on UE5.5 where the GameInstanceâs WorldContext can reset when unloading a Secondary World.
Support for UE5.6 is now available
Hello, MultiWorld is now available for UE5.6! We also updated the sample project on GitHub.
You can update and install it directly from the Epic Games Launcher.
Update v1.10.0
Hello everyone, weâre happy to announce the release of the new version 1.10.0 of MultiWorld. The update is available on Fab for UE5.4, UE5.5 and UE5.6.
Migration notes (from v1.9)
-
the new feature Auto handling of the Input Mode introduces a breaking change, since itâs enabled by default. We suggest to update your code to take advantage of the new feature, because it simplifies the Worldsâ initialization code and makes them able to work also when launched directly (helpful for testing them). To use the new feature in normal use-cases, you should simply move your code that configures the InputMode in the Levelsâ
BeginPlaymethod, removing the implementation of the IMultiWorldActorInterface interface if no more needed. If instead you prefer or need to preserve the old behavior: callUMultiWorldStatics::SetAutoHandleInputModeForMainWorld()once passingfalseduring your game initialization; then set FMultiWorldLoadParameters::bAutoHandleInputMode tofalseon each call of theLoadWorld*()methods. -
Function UMultiWorldStatics::EndWorld() is marked as deprecated and will be removed in a future update. Call UMultiWorldStatics::EndWorldWithDelegate() or the
EndAllWorldsAsyncBP node instead.
New features
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Input Mode is automatically handled when switching between worlds. The feature is enabled by default and makes the common pattern of setting the Input Mode in the
BeginPlayof a Level to work out-of-the-box also with MultiWorld, not requiring any change to existing code and allowing the Level to be tested directly with Play-In-Editor or with a simpleOpenLevel. For advanced scenarios, the feature can be controlled by FMultiWorldLoadParameters::bAutoHandleInputMode and UMultiWorldStatics::SetAutoHandleInputModeForMainWorld(). Read more at Input Modes. -
Added functions UMultiWorldStatics::EndWorldWithDelegate(), UMultiWorldStatics::EndAllWorldsWithDelegate(),
EndWorldAsyncBP node,EndAllWorldsAsyncBP node. -
Added the function UMultiWorldStatics::GetWorldPtr(), to retrieve a
UWorld *given a FMultiWorldHandle. -
Added the property FMultiWorldLoadParameters::URLOptions, itâs an optional string of options like the ones passed to the standard OpenLevel function. For example it can be used to instantiate a custom Game Mode in the loaded Level setting it to
"?Game=<GameModeClass>".
Bug fixes
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Fixed UMultiWorldManager::LoadWorldAsync() failing to load the same map multiple times.
-
Fixed an assert firing when using the World Partition.
-
Fixed an assert firing when using the World Composition in PIE.
For any support request, please join our Discord server: https://discord.gg/PuAyhDctHp

