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ALevelScriptActor is the base class for classes generated by ULevelScriptBlueprints. ALevelScriptActor instances are hidden actors that exist within a level, and can execute level-wide logic (operating on specific actor instances within the level). The level-script's functionality is defined inside the ULevelScriptBlueprint itself (using the blueprint's node-based interface).
| Name | ALevelScriptActor |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/LevelScriptActor.h |
| Include Path | #include "Engine/LevelScriptActor.h" |
Syntax
UCLASS (NotPlaceable,
Meta=(ChildCanTick, KismetHideOverrides="ReceiveAnyDamage,ReceivePointDamage,ReceiveRadialDamage,ReceiveActorBeginOverlap,ReceiveActorEndOverlap,ReceiveHit,ReceiveDestroyed,ReceiveActorBeginCursorOver,ReceiveActorEndCursorOver,ReceiveActorOnClicked,ReceiveActorOnReleased,ReceiveActorOnInputTouchBegin,ReceiveActorOnInputTouchEnd,ReceiveActorOnInputTouchEnter,ReceiveActorOnInputTouchLeave"),
HideCategories=(Collision, Rendering, Transformation), MinimalAPI)
class ALevelScriptActor : public AActor
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor → ALevelScriptActor
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ALevelScriptActor
(
const FObjectInitializer& ObjectInitializer |
Engine/LevelScriptActor.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bInputEnabled | uint32 | Engine/LevelScriptActor.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
TArray< ALevelScriptActor * > FindSiblingLevelScriptActors() |
Utility function for finding a map corruption issue that can cause duplicate level scripting events | Engine/LevelScriptActor.h | |
bool InputEnabled() |
Engine/LevelScriptActor.h | ||
void LevelReset() |
Level State Functions --------------------- | Engine/LevelScriptActor.h |
|
virtual bool RemoteEvent
(
FName EventName |
Tries to find an event named "EventName" on all other levels, and calls it | Engine/LevelScriptActor.h |
|
virtual void SetCinematicMode
(
bool bCinematicMode, |
Sets the cinematic mode on all PlayerControllers | Engine/LevelScriptActor.h |
|
void WorldOriginLocationChanged
(
FIntVector OldOriginLocation, |
Event called on world origin location changes | Engine/LevelScriptActor.h |
|
Overridden from AActor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void DisableInput
(
APlayerController* PlayerController |
Removes this actor from the stack of input being handled by a PlayerController. | Engine/LevelScriptActor.h | |
virtual void EnableInput
(
APlayerController* PlayerController |
Pushes this actor on to the stack of input being handled by a PlayerController. | Engine/LevelScriptActor.h | |
virtual void PreInitializeComponents() |
Called right before components are initialized, only called during gameplay | Engine/LevelScriptActor.h | |
virtual bool SupportsExternalPackaging() |
Does this actor supports external packaging? | Engine/LevelScriptActor.h |