> 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="/files/amQ4dUkbdfYxYisJZydp" 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="/files/s4aze6Jf5SWN6FsG1skb" 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="/files/L4waroTejTAIAbtyk3EY" 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="/files/BFvk5h0b93jLIg7ent5R" alt=""><figcaption></figcaption></figure>

You can then launch using “Standalone Game”.

<figure><img src="/files/GA2z1cUmFtsZU91mnyBY" 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
```
