> For the complete documentation index, see [llms.txt](https://dante-3.gitbook.io/dante-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://dante-3.gitbook.io/dante-docs/modular-experience-system/modular-game-feature-actions/events.md).

# Events

### Blueprint Events

<figure><img src="https://4216330531-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FYsGXprPiDJ68FN8HnOaN%2Fuploads%2F2QWK8i36FKYAsscYklIa%2Fimage.png?alt=media&amp;token=59adcc82-4de3-4211-b89f-61155aecaec3" alt=""><figcaption></figcaption></figure>

#### OnActivatedForWorld

```cpp
UFUNCTION(BlueprintNativeEvent, Category = "Experience Action",
          DisplayName = "On Activated For World")
void OnActivatedForWorld(UWorld* World);
```

Called **once per world** when the experience is activated. Gameplay system setup, UI spawning, component addition, and similar operations are performed here.

#### OnDeactivatedFromWorld

```cpp
UFUNCTION(BlueprintNativeEvent, Category = "Experience Action",
          DisplayName = "On Deactivated From World")
void OnDeactivatedFromWorld(UWorld* World);
```

Called when the experience is deactivated (world teardown or experience swap). Clean up everything you set up in `OnActivatedForWorld` here.

### Internal Behavior

* Automatically activates the new world when a new GameInstance starts
* Supports multiple PIE contexts (Split Screen, Play As Client)
* Tracks which worlds are active via the `ActivatedWorlds` list
