Navigation
API > API/Editor > API/Editor/UnrealEd > API/Editor/UnrealEd/UEditorLevelUtils
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void MakeLevelCurrent
(
ULevelStreaming* InStreamingLevel |
Makes the specified streaming level the current level for editing. | EditorLevelUtils.h |
|
static void MakeLevelCurrent
(
ULevel* InLevel, |
Makes the specified level the current level for editing. | EditorLevelUtils.h |
MakeLevelCurrent(ULevelStreaming *)
Description
Makes the specified streaming level the current level for editing. The current level is where actors are spawned to when calling SpawnActor
| Name | MakeLevelCurrent |
| Type | function |
| Header File | /Engine/Source/Editor/UnrealEd/Public/EditorLevelUtils.h |
| Include Path | #include "EditorLevelUtils.h" |
| Source | /Engine/Source/Editor/UnrealEd/Private/EditorLevelUtils.cpp |
UFUNCTION (BlueprintCallable, Category="Editor Scripting | Level Creation")
static void MakeLevelCurrent
(
ULevelStreaming * InStreamingLevel
)
true If a level was removed.
MakeLevelCurrent(ULevel *, bool)
Description
Makes the specified level the current level for editing. The current level is where actors are spawned to when calling SpawnActor
| Name | MakeLevelCurrent |
| Type | function |
| Header File | /Engine/Source/Editor/UnrealEd/Public/EditorLevelUtils.h |
| Include Path | #include "EditorLevelUtils.h" |
| Source | /Engine/Source/Editor/UnrealEd/Private/EditorLevelUtils.cpp |
static void MakeLevelCurrent
(
ULevel * InLevel,
bool bEvenIfLocked
)
true If a level was removed.
Parameters
| Name | Remarks |
|---|---|
| InLevel | The level to make current |
| bForceOperation | True if the operation should succeed even if the level is locked. In certian circumstances (like removing the current level, we must be able to set a new current level even if the only one left is locked) |