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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Streaming
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Public/Streaming/LevelStreamingDelegates.h |
| Include | #include "Streaming/LevelStreamingDelegates.h" |
Syntax
struct FLevelStreamingDelegates
Remarks
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?
Constants
| Name | Description |
|---|---|
| OnLevelBeginMakingInvisible | |
| OnLevelBeginMakingVisible | 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. |
| OnLevelStreamingStateChanged | Called when a streaming level enters a new state. |
| OnLevelStreamingTargetStateChanged | Called when a new target state for a streaming level is determined. |