Navigation
API > API/Runtime > API/Runtime/Engine
TODO: what is the best way to capture a level which is queued for unload while it is during async load or add to world? Are level async loads actually cancelled?
| Name | FLevelStreamingDelegates |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/Streaming/LevelStreamingDelegates.h |
| Include Path | #include "Streaming/LevelStreamingDelegates.h" |
Syntax
struct FLevelStreamingDelegates
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| OnLevelBeginMakingInvisible | TMulticastDelegate< void(UWorld *, const ULevelStreaming *, ULevel *LoadedLevel)> | Streaming/LevelStreamingDelegates.h | |
| OnLevelBeginMakingVisible | TMulticastDelegate< void(UWorld *, const ULevelStreaming *, ULevel *LoadedLevel)> | Notifications on when work actually beings on making a level visible or invisible, so profiling tools can measure the difference between time spent waiting to be added to the world and time spend actively working. | Streaming/LevelStreamingDelegates.h |
| OnLevelStreamingStateChanged | TMulticastDelegate< void(UWorld *, const ULevelStreaming *, ULevel *LevelIfLoaded, ELevelStreamingState PreviousState, ELevelStreamingState NewState)> | Called when a streaming level enters a new state. | Streaming/LevelStreamingDelegates.h |
| OnLevelStreamingTargetStateChanged | TMulticastDelegate< void(UWorld *, const ULevelStreaming *, ULevel *LevelIfLoaded, ELevelStreamingState Current, ELevelStreamingTargetState PrevTarget, ELevelStreamingTargetState NewTarget)> | Called when a new target state for a streaming level is determined. | Streaming/LevelStreamingDelegates.h |