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ULevelEditorSubsystem Subsystem for exposing Level Editor related functionality to scripts
| Name | ULevelEditorSubsystem |
| Type | class |
| Header File | /Engine/Source/Editor/LevelEditor/Public/LevelEditorSubsystem.h |
| Include Path | #include "LevelEditorSubsystem.h" |
Syntax
UCLASS (MinimalAPI)
class ULevelEditorSubsystem :
public UEditorSubsystem,
public IActorEditorContextClient
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → USubsystem → UDynamicSubsystem → UEditorSubsystem → ULevelEditorSubsystem
Implements Interfaces
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| OnEditorCameraMoved | FOnLevelEditorEditorCameraMoved | Expose EditorCameraMoved to blueprints | LevelEditorSubsystem.h |
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| OnMapChanged | FOnLevelEditorMapChanged | Expose MapChanged to blueprints. | LevelEditorSubsystem.h |
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| OnMapOpened | FOnLevelEditorMapOpened | Expose MapOpened to blueprints | LevelEditorSubsystem.h |
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| OnPostSaveWorld | FOnLevelEditorPostSaveWorld | Expose PostSaveWorld to blueprints | LevelEditorSubsystem.h |
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| OnPreSaveWorld | FOnLevelEditorPreSaveWorld | Expose PreSaveWorld to blueprints | LevelEditorSubsystem.h |
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Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActorEditorContextClientChanged | FOnActorEditorContextClientChanged | Delegate used to notify changes to ActorEditorContextSubsystem | LevelEditorSubsystem.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool BuildLightMaps
(
ELightingBuildQuality Quality, |
Build Light Maps and optionally the reflection captures. | LevelEditorSubsystem.h |
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virtual bool CanResetContext
(
UWorld* InWorld |
LevelEditorSubsystem.h | ||
virtual void CaptureActorEditorContextState
(
UWorld* InWorld, |
LevelEditorSubsystem.h | ||
virtual void Deinitialize() |
LevelEditorSubsystem.h | ||
bool EditorGetGameView
(
FName ViewportConfigKey |
LevelEditorSubsystem.h |
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void EditorInvalidateViewports() |
LevelEditorSubsystem.h |
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void EditorPlaySimulate() |
LevelEditorSubsystem.h |
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void EditorRequestBeginPlay() |
LevelEditorSubsystem.h |
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void EditorRequestEndPlay() |
LevelEditorSubsystem.h |
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void EditorSetGameView
(
bool bGameView, |
LevelEditorSubsystem.h |
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void EditorSetViewportRealtime
(
bool bInRealtime, |
LevelEditorSubsystem.h |
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void EjectPilotLevelActor
(
FName ViewportConfigKey |
LevelEditorSubsystem.h |
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void ExtendQuickActionMenu() |
LevelEditorSubsystem.h | ||
FName GetActiveViewportConfigKey() |
LevelEditorSubsystem.h |
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virtual bool GetActorEditorContextDisplayInfo
(
UWorld* InWorld, |
LevelEditorSubsystem.h | ||
virtual TSharedRef< SWidget > GetActorEditorContextWidget
(
UWorld* InWorld |
LevelEditorSubsystem.h | ||
bool GetAllowsCinematicControl
(
FName ViewportConfigKey |
LevelEditorSubsystem.h |
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ULevel * GetCurrentLevel() |
Get the current level used by the world editor. | LevelEditorSubsystem.h |
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bool GetExactCameraView
(
FName ViewportConfigKey |
LevelEditorSubsystem.h |
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FEditorModeTools * GetLevelEditorModeManager () |
Gets the global level editor mode manager, if we have one. | LevelEditorSubsystem.h | |
virtual FOnActorEditorContextClientChanged & GetOnActorEditorContextClientChanged() |
LevelEditorSubsystem.h | ||
AActor * GetPilotLevelActor
(
FName ViewportConfigKey |
LevelEditorSubsystem.h |
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UTypedElementSelectionSet * GetSelectionSet() |
Get the selection set for the current world, you can use this to track and create changes to the level editor's selection | LevelEditorSubsystem.h |
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TArray< FName > GetViewportConfigKeys() |
LevelEditorSubsystem.h |
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virtual void Initialize
(
FSubsystemCollectionBase& Collection |
LevelEditorSubsystem.h | ||
bool IsInPlayInEditor() |
LevelEditorSubsystem.h |
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bool LoadLevel
(
const FString& AssetPath |
Close the current Persistent Level (without saving it). Loads the specified level. | LevelEditorSubsystem.h |
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bool NewLevel
(
const FString& AssetPath, |
Close the current Persistent Level (without saving it). | LevelEditorSubsystem.h |
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bool NewLevelFromTemplate
(
const FString& AssetPath, |
Close the current Persistent Level (without saving it). | LevelEditorSubsystem.h |
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virtual void OnExecuteActorEditorContextAction
(
UWorld* InWorld, |
LevelEditorSubsystem.h | ||
void PilotLevelActor
(
const FToolMenuContext& InContext |
LevelEditorSubsystem.h |
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void PilotLevelActor
(
AActor* ActorToPilot, |
LevelEditorSubsystem.h |
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virtual void RestoreActorEditorContextState
(
UWorld* InWorld, |
LevelEditorSubsystem.h | ||
bool SaveAllDirtyLevels() |
Saves all Level currently loaded by the World Editor. | LevelEditorSubsystem.h |
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bool SaveCurrentLevel() |
Saves the specified Level. Must already be saved at lease once to have a valid path. | LevelEditorSubsystem.h |
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void SetAllowsCinematicControl
(
bool bAllow, |
LevelEditorSubsystem.h |
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bool SetCurrentLevelByName
(
FName LevelName |
Set the current level used by the world editor. | LevelEditorSubsystem.h |
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void SetExactCameraView
(
bool bExactCameraView, |
LevelEditorSubsystem.h |
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