Connect Editor to a World
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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 donât currently have ways of checking youâre in the correct level.
Youâll 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.
Youâll need the deployment name to hand, which can be found in the âOutput Logâ after creating an experience using the UI:
Navigate to âEditor Preferencesâ and search for âEditor Connection Strategyâ, then change to âCloudâ.
in âEditor Preferencesâ search for âSign Inâ, click the + next to Per Client Sign in Settings and in the newly added array element below set the Type to âSingle Sign Onâ\
Also in âEditor Preferencesâ, search for âStandalone Gameâ and add -DeploymentName <DeploymentName>
to the âAdditional Launch Parametersâ text box.
You can then launch using âStandalone Gameâ.
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.
Start the editor via command line with the deployment name specified:
You can then play in any form of PIE on the cloud server.
Itâs 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.
Youâll 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: