Navigation
API > API/Editor > API/Editor/LevelEditor
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- USubsystem
- UDynamicSubsystem
- UEditorSubsystem
- ULevelEditorSubsystem
References
| Module | LevelEditor |
| Header | /Engine/Source/Editor/LevelEditor/Public/LevelEditorSubsystem.h |
| Include | #include "LevelEditorSubsystem.h" |
Syntax
class ULevelEditorSubsystem :
public UEditorSubsystem,
public IActorEditorContextClient
Remarks
ULevelEditorSubsystem Subsystem for exposing Level Editor related functionality to scripts
Variables
| Type | Name | Description | |
|---|---|---|---|
| FOnLevelEditorEditorCameraMoved | OnEditorCameraMoved | Expose EditorCameraMoved to blueprints | |
| FOnLevelEditorMapChanged | OnMapChanged | Expose MapChanged to blueprints. | |
| FOnLevelEditorMapOpened | OnMapOpened | Expose MapOpened to blueprints | |
| FOnLevelEditorPostSaveWorld | OnPostSaveWorld | Expose PostSaveWorld to blueprints | |
| FOnLevelEditorPreSaveWorld | OnPreSaveWorld | Expose PreSaveWorld to blueprints |
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | BuildLightMaps
(
ELightingBuildQuality Quality, |
Build Light Maps and optionally the reflection captures. | |
| bool | EditorGetGameView
(
FName ViewportConfigKey |
||
| void | |||
| void | |||
| void | |||
| void | EditorSetGameView
(
bool bGameView, |
||
| void | EjectPilotLevelActor
(
FName ViewportConfigKey |
||
| void | |||
| FName | |||
| bool | GetAllowsCinematicControl
(
FName ViewportConfigKey |
||
| ULevel * | Get the current level used by the world editor. | ||
| FEditorModeTools * | Gets the global level editor mode manager, if we have one. | ||
| AActor * | GetPilotLevelActor
(
FName ViewportConfigKey |
||
| UTypedElementSelectionSet * | Get the selection set for the current world, you can use this to track and create changes to the level editor's selection | ||
| TArray< FName > | |||
| bool | |||
| bool | Close the current Persistent Level (without saving it). Loads the specified level. | ||
| bool | Close the current Persistent Level (without saving it). | ||
| bool | NewLevelFromTemplate
(
const FString& AssetPath, |
Close the current Persistent Level (without saving it). | |
| void | PilotLevelActor
(
const FToolMenuContext& InContext |
||
| void | PilotLevelActor
(
AActor* ActorToPilot, |
||
| bool | Saves all Level currently loaded by the World Editor. | ||
| bool | Saves the specified Level. Must already be saved at lease once to have a valid path. | ||
| void | SetAllowsCinematicControl
(
bool bAllow, |
||
| bool | SetCurrentLevelByName
(
FName LevelName |
Set the current level used by the world editor. |
Overridden from USubsystem
| Type | Name | Description | |
|---|---|---|---|
| void | Deinitialize () |
Implement this for deinitialization of instances of the system | |
| void | Initialize
(
FSubsystemCollectionBase& Collection |
Implement this for initialization of instances of the system |
Overridden from IActorEditorContextClient
| Type | Name | Description | |
|---|---|---|---|
| bool | CanResetContext
(
UWorld* InWorld |
||
| bool | GetActorEditorContextDisplayInfo
(
UWorld* InWorld, |
||
| TSharedRef< SWidget > | GetActorEditorContextWidget
(
UWorld* InWorld |
||
| FOnActorEditorContextClientChanged & | |||
| void | OnExecuteActorEditorContextAction
(
UWorld* InWorld, |