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Unreal Engine C++ API Reference > Runtime > Engine > FReplayHelper
Syntax
TArray< FLevelStatus > AllLevelStatuses
Remarks
Tracks all available level statuses. When Recording, this will be in order of replication, and all statuses will be assumed Seen and Visible (even if unmarked). During Playback, there's no guaranteed order. Levels will be added either when they are added to the world, or when we handle the first frame containing replicated data. Use SeenLevelStatuses and LevelStatusesByName for querying.