> For the complete documentation index, see [llms.txt](https://docs.msquared.io/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.msquared.io/creation/unreal-development/tutorials/reference/connecting-editor-clients-to-a-live-world.md).

# Connect Editor to a World

## Requirements <a href="#connectingeditorclientstoaliveworld-requirements" id="connectingeditorclientstoaliveworld-requirements"></a>

* All the World Builder content used in the packaged client/server must be available in the editor, as the editor cannot download uploaded World Builder content.
* Start the editor in the level you want to play in. We don’t currently have ways of checking you’re in the correct level.
* You’ll need to know where your editor executable is located. This can sometimes be difficult, but the simplest way is to
  * Launch the desired editor via M2Launcher.
  * Navigate to `%localappdata%/M2Launcher/Logs` and open the most recent log file.
  * At the end of the file it will display the executable path.
* You’ll need the deployment name to hand, which can be found in the “Output Log” after creating an experience using the UI:

  <figure><img src="https://1456550285-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FoWTlPaoHd1McSakqMigu%2Fuploads%2Fgit-blob-06bbe0985c0cc00098cb18f6ff8d8e98e94048c3%2F1d65c8d4-a2d6-4b8e-ab13-343438547d7d.png?alt=media" alt=""><figcaption></figcaption></figure>

## Via PIE <a href="#connectingeditorclientstoaliveworld-viapie" id="connectingeditorclientstoaliveworld-viapie"></a>

Navigate to “Editor Preferences” and search for “Editor Connection Strategy”, then change to “Cloud”.

<figure><img src="https://1456550285-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FoWTlPaoHd1McSakqMigu%2Fuploads%2Fgit-blob-f8f4eb9a621466dc237b24e8aa9416a4b393634a%2Ff208cef8-2dbb-4ce9-98b0-a883da82e4e7.png?alt=media" alt=""><figcaption></figcaption></figure>

in “Editor Preferences” search for “Sign In”, click the + next to Per Client Sign in Settings and in the newly added array element below set the Type to “Single Sign On”\\

<figure><img src="https://1456550285-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FoWTlPaoHd1McSakqMigu%2Fuploads%2Fgit-blob-9b8180b9452f5e42041251afe587fbe9845a7a6b%2Ff77efe6b-99f4-467c-a1b9-d3c24256079b.png?alt=media" alt=""><figcaption></figcaption></figure>

#### Play standalone <a href="#connectingeditorclientstoaliveworld-playstandalone" id="connectingeditorclientstoaliveworld-playstandalone"></a>

Also in “Editor Preferences”, search for “Standalone Game“ and add `-DeploymentName <DeploymentName>` to the “Additional Launch Parameters” text box.

<figure><img src="https://1456550285-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FoWTlPaoHd1McSakqMigu%2Fuploads%2Fgit-blob-ee51c6c7b36e7b17ad49f545cb17ac084c90d3c1%2F22282cba-778c-49c6-b078-48d4e262657f.png?alt=media" alt=""><figcaption></figcaption></figure>

You can then launch using “Standalone Game”.

<figure><img src="https://1456550285-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FoWTlPaoHd1McSakqMigu%2Fuploads%2Fgit-blob-a35ee02859e16fc2503bc9b6d4f0fba121e33777%2F62ab67f6-3f8b-4c5a-b2c2-35055d5b94b6.png?alt=media" alt=""><figcaption></figcaption></figure>

The first time you do this, you may be prompted with a Single Sign On dialog in another window. If the client pauses at the sign on phase, look for that window elsewhere.

#### Play in viewport <a href="#connectingeditorclientstoaliveworld-playinviewport" id="connectingeditorclientstoaliveworld-playinviewport"></a>

Start the editor via command line with the deployment name specified:

```
<EditorLocation>/Windows/Engine/Binaries/Win64/UnrealEditor.exe -DeploymentName <DeploymentName>
```

You can then play in any form of PIE on the cloud server.

## Via Command Line <a href="#connectingeditorclientstoaliveworld-viacommandline" id="connectingeditorclientstoaliveworld-viacommandline"></a>

It’s also possible to connect to a cloud world directly from the command line.

First, make sure the project settings are configured to open your intended map on launch.

You’ll also need to know where the `.uproject` for your project you created is located.

Below is an example command line that will connect to the cloud as editor, without opening any UI in the process:

```
<EditorLocation>/Windows/Engine/Binaries/Win64/UnrealEditor.exe" "<PathToProject>\<ProjectName>.uproject" -DeploymentName=<DeploymentName> -game -Windowed -ResX=1280 -ResY=720
```
