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The level object. Contains the level's actor list, BSP information, and brush list. Every Level has a World as its Outer and can be used as the PersistentLevel, however, when a Level has been streamed in the OwningWorld represents the World that it is a part of. A Level is a collection of Actors (lights, volumes, mesh instances etc.). Multiple Levels can be loaded and unloaded into the World to create a streaming experience.
| Name | ULevel |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/Level.h |
| Include Path | #include "Engine/Level.h" |
Syntax
UCLASS (MinimalAPI)
class ULevel :
public UObject ,
public IInterface_AssetUserData ,
public ITextureStreamingContainer ,
public IEditorPathObjectInterface
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → ULevel
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ULevel
(
const FObjectInitializer& ObjectInitializer |
Engine/Level.h | ||
ULevel
(
FVTableHelper& Helper |
DO NOT USE. This constructor is for internal usage only for hot-reload purposes. | Engine/Level.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~ULevel() |
Engine/Level.h |
Classes
| Name | Remarks |
|---|---|
| FLevelBoundsActorUpdatedEvent | Called when Level bounds actor has been updated |
| FLoadedActorAddedToLevelEvent | Called when dynamically loaded actor is added to this level |
| FLoadedActorAddedToLevelPostEvent | Called when dynamically loaded actors were added to this level |
| FLoadedActorAddedToLevelPreEvent | Called when dynamically loaded actors are being added to this level |
| FLoadedActorRemovedFromLevelEvent | Called when dynamically loaded actor is removed from this level |
| FLoadedActorRemovedFromLevelPostEvent | Called when dynamically loaded actors were removed from this level |
| FLoadedActorRemovedFromLevelPreEvent | Called when dynamically loaded actors are being removed from this level |
Enums
Public
| Name | Remarks |
|---|---|
| EIncrementalComponentState |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FLevelCleanupEvent | TMulticastDelegate_NoParams< void > | Event on level cleanup. | Engine/Level.h |
| FLevelExternalActorsPathsProviderDelegate | TBaseDelegate_ThreeParams< void, const FString &, const FString &, TArray< FString > & > | Engine/Level.h | |
| FLevelMountPointResolverDelegate | TBaseDelegate_ThreeParams< bool, const FString &, const UObject *, FString & > | Engine/Level.h | |
| FLevelTransformEvent | TMulticastDelegate_OneParam< void, const FTransform & > | Event on level transform changes. | Engine/Level.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| DontLoadExternalFoldersTag | const FName | Engine/Level.h | |
| DontLoadExternalObjectsTag | const FName | Engine/Level.h | |
| LevelDirtiedEvent | FSimpleMulticastDelegate | Called when a level package has been dirtied. | Engine/Level.h |
| LevelExternalActorsPathsProviders | TArray< FLevelExternalActorsPathsProviderDelegate > | Array of registered delegates used by GetExternalActorsPaths. | Engine/Level.h |
| LevelMountPointResolvers | TArray< FLevelMountPointResolverDelegate > | Array of registered delegates used by GetExternalActorsPaths. | Engine/Level.h |
| LoadAllExternalObjectsTag | const FName | Engine/Level.h | |
| OverrideSpawningLevelMountPointObject | TWeakObjectPtr< const UObject > | Override spawning Level Mount Point object used when spawning an actor using external packaging | Engine/Level.h |
| StreamedLevelsOwningWorld | TMap< FName, TWeakObjectPtr< UWorld > > | Set before calling LoadPackage for a streaming level to ensure that OwningWorld is correct on the Level | Engine/Level.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActorCluster | TObjectPtr< ULevelActorContainer > | Engine/Level.h |
|
|
| ActorPackagingScheme | EActorPackagingScheme | Engine/Level.h | ||
| Actors | TArray< TObjectPtr< AActor > > | Array of all actors in this level, used by FActorIteratorBase and derived classes | Engine/Level.h | |
| ActorsForGC | TArray< TObjectPtr< AActor > > | Array of actors to be exposed to GC in this level. | Engine/Level.h | |
| bActorClusterCreated | uint8 | Whether the level had its actor cluster created. | Engine/Level.h | |
| bAlreadyAssociatedStreamableResources | uint8 | Whether we already associated streamable resources. | Engine/Level.h | |
| bAlreadyClearedActorsSeamlessTravelFlag | uint8 | Whether we already cleared AActor::bActorSeamlessTraveled. | Engine/Level.h | |
| bAlreadyInitializedNetworkActors | uint8 | Whether we already initialized network actors. | Engine/Level.h | |
| bAlreadyMovedActors | uint8 | The below variables are used temporarily while making a level visible. | Engine/Level.h | |
| bAlreadyShiftedActors | uint8 | Whether we already shift actors positions according to world composition. | Engine/Level.h | |
| bAlreadySortedActorList | uint8 | Whether we already sorted the actor list. | Engine/Level.h | |
| bAlreadyUpdatedComponents | uint8 | Whether we already updated components. | Engine/Level.h | |
| bAreComponentsCurrentlyRegistered | uint8 | Whether components are currently registered or not. | Engine/Level.h | |
| bClientOnlyVisible | uint8 | Whether this level is specific to client, visibility state will not be replicated to server | Engine/Level.h | |
| bContainsStableActorGUIDs | uint8 | Whether the level has been saved after introducing actor GUIDs | Engine/Level.h | |
| bFixupActorFoldersAtLoad | uint8 | Whether the level should call FixupActorFolders on its actors when loading the level/actors (only used when level is using actor folder objects) | Engine/Level.h | |
| bGarbageCollectionClusteringEnabled | uint8 | If true, allows garbage collection clustering for the level | Engine/Level.h | |
| bGeometryDirtyForLighting | uint8 | Whether the geometry needs to be rebuilt for correct lighting | Engine/Level.h | |
| bHasCurrentActorCalledPreRegister | uint8 | Engine/Level.h | ||
| bHasRerunConstructionScripts | uint8 | Whether this level has gone through a complete rerun construction script pass. | Engine/Level.h | |
| bIncrementalUnregisterComponentsCompleted | uint8 | Whether the level incremental unregistration of components is completed | Engine/Level.h | |
| bIsAssociatingLevel | uint8 | Whether this level is in the process of being associated with its world (i.e. we are within AddToWorld for this level | Engine/Level.h | |
| bIsBeingRemoved | uint8 | Whether the level is currently being removed from the world | Engine/Level.h | |
| bIsDisassociatingLevel | uint8 | Whether this level is in the process of being disassociated with its world (i.e. we are within RemoveFromWorld for this level | Engine/Level.h | |
| bIsLightingScenario | uint8 | Whether the level is a lighting scenario. | Engine/Level.h | |
| bIsPartitioned | uint8 | Whether the level is partitioned or not. | Engine/Level.h | |
| bIsVisible | uint8 | Whether the level is currently visible/ associated with the world. | Engine/Level.h |
|
| bLocked | uint8 | Whether this level is locked; that is, its actors are read-only Used by WorldBrowser to lock a level when corresponding ULevelStreaming does not exist | Engine/Level.h | |
| bPromptWhenAddingToLevelBeforeCheckout | bool | Engine/Level.h |
|
|
| bPromptWhenAddingToLevelOutsideBounds | bool | Engine/Level.h |
|
|
| bRequireFullVisibilityToRender | uint8 | Whether this level should be fully added to the world before rendering its components | Engine/Level.h | |
| bStaticComponentsRegisteredInStreamingManager | uint8 | Whether the level has finished registering all static components in the streaming manager. | Engine/Level.h |
|
| bTextureStreamingRotationChanged | uint8 | Whether a level transform rotation was applied since the texture streaming builds. | Engine/Level.h | |
| bUseExternalActors | bool | Use external actors, new actor spawned in this level will be external and existing external actors will be loaded on load. | Engine/Level.h |
|
| bWasDuplicated | uint8 | Whether this level was duplicated | Engine/Level.h | |
| bWasDuplicatedForPIE | uint8 | Whether this level was duplicated for PIE | Engine/Level.h | |
| CurrentActorIndexForIncrementalUpdate | int32 | Current index into actors array for updating components. | Engine/Level.h | |
| CurrentActorIndexForUnregisterComponents | int32 | Current index into actors array for updating components. | Engine/Level.h | |
| FixupOverrideVertexColorsCount | std::atomic< uint32 > | Engine/Level.h | ||
| FixupOverrideVertexColorsTimeMS | std::atomic< uint64 > | Engine/Level.h | ||
| IncrementalComponentState | EIncrementalComponentState | The current stage for incrementally updating actor components in the level | Engine/Level.h | |
| InstancedFoliageActor | TWeakObjectPtr< AInstancedFoliageActor > | Cached pointer to Foliage actor | Engine/Level.h | |
| LevelBoundsActor | TWeakObjectPtr< ALevelBounds > | Actor which defines level logical bounding box | Engine/Level.h | |
| LevelBuildDataId | FGuid | Identifies map build data specific to this level, eg lighting volume samples. | Engine/Level.h | |
| LevelColor | FLinearColor | The level color used for visualization. | Engine/Level.h | |
| LevelScriptActor | TObjectPtr< class ALevelScriptActor > | The level scripting actor, created by instantiating the class from LevelScriptBlueprint. | Engine/Level.h |
|
| LevelScriptBlueprint | TObjectPtr< class ULevelScriptBlueprint > | Reference to the blueprint for level scripting | Engine/Level.h |
|
| LevelSimplification | FLevelSimplificationDetails | Level simplification settings for each LOD | Engine/Level.h | |
| LightBuildLevelOffset | FIntVector | Level offset at time when lighting was built | Engine/Level.h | |
| LightmapTotalSize | float | Total number of KB used for lightmap textures in the level. | Engine/Level.h |
|
| MapBuildData | TObjectPtr< UMapBuildDataRegistry > | Registry for data from the map build. | Engine/Level.h |
|
| Model | TObjectPtr< class UModel > | BSP UModel. | Engine/Level.h | |
| ModelComponents | TArray< TObjectPtr< class UModelComponent > > | BSP Model components used for rendering. | Engine/Level.h | |
| NavDataChunks | TArray< TObjectPtr< UNavigationDataChunk > > | Navigation related data that can be stored per level | Engine/Level.h | |
| NavListEnd | TObjectPtr< class ANavigationObjectBase > | Engine/Level.h | ||
| NavListStart | TObjectPtr< class ANavigationObjectBase > | Start and end of the navigation list for this level, used for quickly fixing up when streaming this level in/out. | Engine/Level.h | |
| NumTextureStreamingDirtyResources | int32 | Num of resources that have changed since the last texture streaming build. Updated in map check. | Engine/Level.h |
|
| NumTextureStreamingUnbuiltComponents | int32 | Num of components missing valid texture streaming data. Updated in map check. | Engine/Level.h |
|
| OnApplyLevelTransform | FLevelTransformEvent | Engine/Level.h | ||
| OnCleanupLevel | FLevelCleanupEvent | Engine/Level.h | ||
| OnLoadedActorAddedToLevelEvent | FLoadedActorAddedToLevelEvent | Engine/Level.h | ||
| OnLoadedActorAddedToLevelPostEvent | FLoadedActorAddedToLevelPostEvent | Engine/Level.h | ||
| OnLoadedActorAddedToLevelPreEvent | FLoadedActorAddedToLevelPreEvent | Engine/Level.h | ||
| OnLoadedActorRemovedFromLevelEvent | FLoadedActorRemovedFromLevelEvent | Engine/Level.h | ||
| OnLoadedActorRemovedFromLevelPostEvent | FLoadedActorRemovedFromLevelPostEvent | Engine/Level.h | ||
| OnLoadedActorRemovedFromLevelPreEvent | FLoadedActorRemovedFromLevelPreEvent | Engine/Level.h | ||
| OwningWorld | TObjectPtr< UWorld > | The World that has this level in its Levels array. | Engine/Level.h |
|
| PackedTextureStreamingQualityLevelFeatureLevel | uint32 | Packed quality level and feature level used when building texture streaming data. | Engine/Level.h | |
| PlayFromHereActor | AActor * | Engine/Level.h | ||
| PrecomputedLightVolume | FPrecomputedLightVolume * | The precomputed light information for this level. | Engine/Level.h | |
| PrecomputedVisibilityHandler | FPrecomputedVisibilityHandler | Contains precomputed visibility data for this level. | Engine/Level.h | |
| PrecomputedVolumeDistanceField | FPrecomputedVolumeDistanceField | Precomputed volume distance field for this level. | Engine/Level.h | |
| PrecomputedVolumetricLightmap | FPrecomputedVolumetricLightmap * | The volumetric lightmap data for this level. | Engine/Level.h | |
| RemoveFromSceneFence | FRenderCommandFence | Fence used to track when the rendering thread has finished referencing this ULevel's resources. | Engine/Level.h | |
| ShadowmapTotalSize | float | Total number of KB used for shadowmap textures in the level. | Engine/Level.h |
|
| StaticNavigableGeometry | TArray< FVector > | Threes of triangle vertices - AABB filtering friendly. | Engine/Level.h | |
| StreamingTextureGuids | TArray< FGuid > | The Guid of each streamable texture refered by FStreamingTextureBuildInfo::TextureLevelIndex | Engine/Level.h | |
| StreamingTextures | TArray< FName > | The name of each streamable texture referred by FStreamingTextureBuildInfo::TextureLevelIndex | Engine/Level.h | |
| TextureStreamingResourceGuids | TArray< FGuid > | The Guid list of all materials and meshes Guid used in the last texture streaming build. | Engine/Level.h |
|
| TickTaskLevel | FTickTaskLevel * | Data structures for holding the tick functions | Engine/Level.h | |
| URL | FURL | URL associated with this level. | Engine/Level.h | |
| VolumetricLightmapGridManager | FVolumetricLightmapGridManager * | The volumetric lightmap grid manager for this map | Engine/Level.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActorFolders | TMap< FGuid, TObjectPtr< UActorFolder > > | Actor folder objects. They can either be saved inside level or in their own package. | Engine/Level.h |
|
| AsyncRegisterLevelContext | TUniquePtr< FAsyncRegisterLevelContext > | Engine/Level.h | ||
| bCachedHasStaticMeshCompilationPending | TOptional< bool > | Engine/Level.h | ||
| bForceCantReuseUnloadedButStillAround | uint8 | Whether the level is set not to be reusable after unload (editor-only) | Engine/Level.h | |
| bForcePackageTrashingAtCleanup | uint8 | Whether the level will force trash its packages in CleanupLevel (including object packages of objects outered to the level) (editor-only) | Engine/Level.h | |
| bIsMapBuildDataOwner | uint8 | Whether the level owns it's MapBuildData and associated resources and must release them (LevelInstance will use their owner level MapBuildData) | Engine/Level.h | |
| bUseActorFolders | bool | Use actor folder objects, actor folders of this level will be persistent in their own object. | Engine/Level.h |
|
| CachedLevelCollection | FLevelCollection * | Cached level collection that this level is contained in, for faster access than looping through the collections in the world. | Engine/Level.h | |
| DestroyedReplicatedStaticActors | TArray< FReplicatedStaticActorDestructionInfo > | List of replicated static actors that have been destroyed. | Engine/Level.h |
|
| EditorPathOwner | TWeakObjectPtr< UObject > | Engine/Level.h |
|
|
| FolderLabelToActorFolders | TMap< FString, FActorFolderSet > | Acceleration table used to find an ActorFolder object for a given folder path. | Engine/Level.h |
|
| IncrementalUnregisterComponentState | EIncrementalUnregisterComponentState | Engine/Level.h | ||
| LevelBoundsActorUpdatedEvent | FLevelBoundsActorUpdatedEvent | Engine/Level.h | ||
| LoadedExternalActorFolders | TArray< TObjectPtr< UActorFolder > > | Temporary array containing actor folder objects manually loaded from their external packages (only used while loading the level). | Engine/Level.h |
|
| MultipleLSAsNotification | TWeakPtr< SNotificationItem > | Notification popup used to guide the user to repair multiple LSAs detected upon loading in the editor | Engine/Level.h | |
| PendingAutoReceiveInputActors | TArray< FPendingAutoReceiveInputActor > | Actors awaiting input to be enabled once the appropriate PlayerController has been created. | Engine/Level.h | |
| PendingVisibilityState | ELevelPendingVisibilityState | Whether the level is in the process of being made visible or invisible (refer to bIsVisible when None). | Engine/Level.h | |
| PreRegisteringActorComponents | TSet< UActorComponent * > | Engine/Level.h | ||
| PreUnregisteringActorComponents | TSet< UActorComponent * > | Engine/Level.h | ||
| RouteActorEndPlayForRemoveFromWorldIndex | int32 | Engine/Level.h | ||
| RouteActorInitializationIndex | int32 | Engine/Level.h | ||
| RouteActorInitializationState | ERouteActorInitializationState | Engine/Level.h | ||
| WorldDataLayers | TObjectPtr< AWorldDataLayers > | Engine/Level.h | ||
| WorldPartitionRuntimeCell | TSoftObjectPtr< UWorldPartitionRuntimeCell > | Engine/Level.h | ||
| WorldSettings | TObjectPtr< AWorldSettings > | Engine/Level.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddLoadedActor
(
AActor* Actor, |
Add a dynamically loaded actor to this level, as if it was part of the original map load process. | Engine/Level.h | |
| Engine/Level.h | |||
void AddReplicatedDestructionInfo
(
AActor*const Actor |
Engine/Level.h | ||
void ApplyWorldOffset
(
const FVector& InWorldOffset, |
Shift level actors by specified offset The offset vector will get subtracted from all actors positions and corresponding data structures | Engine/Level.h | |
void BroadcastLevelBoundsActorUpdated() |
Broadcasts that Level bounds actor has been updated | Engine/Level.h | |
void CleanupDeletedAndUnreferencedActorFolders() |
Deletes all actor folders marked as deleted and unreferenced by neither an actor nor another actor folder | Engine/Level.h | |
void CleanupLevel
(
bool bCleanupResources, |
Flag this level instance for destruction. | Engine/Level.h | |
void CleanupLevelScriptBlueprint() |
Nulls certain references related to the LevelScriptBlueprint. Called by UWorld::CleanupWorld. | Engine/Level.h | |
void ClearActorsSeamlessTraveledFlag() |
Engine/Level.h | ||
void ClearLevelComponents() |
Clears all components of actors associated with this level (aka in Actors array) and also the BSP model components. | Engine/Level.h | |
void CommitModelSurfaces() |
Commits changes made to the UModel's surfaces. | Engine/Level.h | |
void ConvertAllActorsToPackaging
(
bool bExternal |
Convert this level actors to the specified loading strategy | Engine/Level.h | |
UPackage * CreateMapBuildDataPackage() |
Engine/Level.h | ||
void CreateModelComponents() |
Called to create ModelComponents for BSP rendering | Engine/Level.h | |
void CreateOrUpdateActorFolders() |
Updates all actors/folders that refer to folders marked as deleted, reparent to valid folder, deletes folders marked as deleted. | Engine/Level.h | |
void CreateReplicatedDestructionInfo
(
AActor*const Actor |
Populate an entry for Actor in the DestroyedReplicatedStaticActors list | Engine/Level.h | |
void FixupForPIE
(
int32 PIEInstanceID, |
Engine/Level.h | ||
void FixupForPIE
(
int32 PIEInstanceID |
Call on a level that was loaded from disk instead of PIE-duplicating, to fixup actor references | Engine/Level.h | |
void ForEachActorFolder
(
TFunctionRef< bool(UActorFolder*)> Operation, |
Iterates on all valid level actor folders. | Engine/Level.h | |
UActorFolder * GetActorFolder
(
const FGuid& InGuid, |
Finds the level actor folder by its guid. Returns null if not found. | Engine/Level.h | |
UActorFolder * GetActorFolder
(
const FName& InPath |
Finds the level actor folder by its path. Returns null if not found. | Engine/Level.h | |
EActorPackagingScheme GetActorPackagingScheme() |
Returns the level's actor packaging scheme | Engine/Level.h | |
FLevelCollection * GetCachedLevelCollection() |
Returns the cached collection that contains this level, if any. May be null. | Engine/Level.h | |
ABrush * GetDefaultBrush() |
Returns the default brush for this level. | Engine/Level.h | |
const TArray< FReplicatedStaticActorDestructionInfo > & GetDestroyedReplicatedStaticActors() |
Engine/Level.h | ||
| Estimate the amount of AddToWorld work for this level. | Engine/Level.h | ||
int32 GetEstimatedAddToWorldWorkUnitsTotal () |
Estimate the total amount of AddToWorld work for this level. | Engine/Level.h | |
bool GetForceCantReuseUnloadedButStillAround() |
Engine/Level.h | ||
ALevelScriptActor * GetLevelScriptActor() |
Returns the level scripting actor associated with this level | Engine/Level.h | |
ULevelScriptBlueprint * GetLevelScriptBlueprint
(
bool bDontCreate |
Grabs a reference to the level scripting blueprint for this level. | Engine/Level.h | |
| Get the list of (loaded) external object packages (actors/folders) associated with this level | Engine/Level.h | ||
TArray< FString > GetOnDiskExternalActorPackages
(
bool bTryUsingPackageLoadedPath |
Get the list of (on disk) external actor packages associated with this level | Engine/Level.h | |
UMapBuildDataRegistry * GetOrCreateMapBuildData() |
Engine/Level.h | ||
ELevelPendingVisibilityState GetPendingVisibilityState() |
Returns level's pending visibility state | Engine/Level.h | |
bool GetPromptWhenAddingToLevelBeforeCheckout() |
Engine/Level.h | ||
bool GetPromptWhenAddingToLevelOutsideBounds() |
Engine/Level.h | ||
TArray< FVector > const * GetStaticNavigableGeometry() |
Engine/Level.h | ||
virtual UWorld * GetWorld() |
Engine/Level.h | ||
AWorldDataLayers * GetWorldDataLayers() |
Returns the world data layers info for this level. | Engine/Level.h | |
UWorldPartition * GetWorldPartition() |
Returns the UWorldPartition for this level. | Engine/Level.h | |
const IWorldPartitionCell * GetWorldPartitionRuntimeCell() |
Returns the RuntimeCell associated with this Level if it is a level representing a cell of a WorldPartition World. | Engine/Level.h | |
AWorldSettings * GetWorldSettings
(
bool bChecked |
Returns the world info for this level. | Engine/Level.h | |
void HandleLegacyMapBuildData() |
Creates UMapBuildDataRegistry entries for legacy lightmaps from components loaded for this level. | Engine/Level.h | |
bool HasAnyActorsOfType
(
UClass* SearchType |
Utility searches this level's actor list for any actors of the specified type. | Engine/Level.h | |
bool HasStaticMeshCompilationPending() |
Returns true if the level contains static meshes that have not finished compiling yet. | Engine/Level.h | |
bool HasVisibilityChangeRequestPending() |
Whether the level is currently pending being made invisible or visible. | Engine/Level.h | |
bool IncrementalUnregisterComponents
(
int32 NumComponentsToUnregister, |
Incrementally unregisters all components of actors associated with this level. | Engine/Level.h | |
void IncrementalUpdateComponents
(
int32 NumComponentsToUpdate, |
Incrementally updates all components of actors associated with this level. | Engine/Level.h | |
void Initialize
(
const FURL& InURL |
Constructor. | Engine/Level.h | |
void InitializeNetworkActors() |
Handles network initialization for actors in this level | Engine/Level.h | |
void InitializeRenderingResources() |
Initializes rendering resources for this level. | Engine/Level.h | |
void InvalidateModelGeometry() |
Invalidates the cached data used to render the level's UModel. | Engine/Level.h | |
void InvalidateModelSurface () |
Discards the cached data used to render the level's UModel. | Engine/Level.h | |
bool IsCurrentLevel() |
Is this the current level in the world it is owned by | Engine/Level.h | |
bool IsFinishedRouteActorInitialization() |
Returns whether the level has completed routing actor initialization. | Engine/Level.h | |
bool IsInstancedLevel() |
Is this a level instance | Engine/Level.h | |
bool IsMapBuildDataOwner() |
Engine/Level.h | ||
bool IsPersistentLevel() |
Is this the persistent level | Engine/Level.h | |
bool IsUsingActorFolders() |
Returns true if the level uses actor folders mode. | Engine/Level.h | |
bool IsUsingExternalActors() |
Returns true if the level uses external actors mode. | Engine/Level.h | |
bool IsUsingExternalObjects() |
Returns true if the level uses external objects. | Engine/Level.h | |
bool IsWorldPartitionRuntimeCell() |
Returns if the level is a cell from a WorldPartition World. | Engine/Level.h | |
FLevelBoundsActorUpdatedEvent & LevelBoundsActorUpdated() |
Engine/Level.h | ||
void MarkLevelBoundsDirty() |
Marks level bounds as dirty so they will be recalculated | Engine/Level.h | |
void MarkLevelComponentsRenderStateDirty() |
Marks all level components render state as dirty | Engine/Level.h | |
void OnApplyNewLightingData
(
bool bLightingSuccessful |
Called after lighting was built and data gets propagated to this level | Engine/Level.h | |
void OnLevelLoaded() |
Called when level is loaded. | Engine/Level.h | |
void OnLevelScriptBlueprintChanged
(
ULevelScriptBlueprint* InBlueprint |
Called when the level script blueprint has been successfully changed and compiled. | Engine/Level.h | |
void PostRenameFromRoot
(
const FWorldRenameFromRootContext& RenameContext |
Engine/Level.h | ||
void PostSaveFromRoot
(
FObjectPostSaveRootContext ObjectSaveContext |
Engine/Level.h | ||
void PreRenameFromRoot
(
const FWorldRenameFromRootContext& RenameContext |
Engine/Level.h | ||
void PreSaveFromRoot
(
FObjectPreSaveRootContext ObjectSaveContext |
Engine/Level.h | ||
void PushPendingAutoReceiveInput
(
APlayerController* PC |
Push any pending auto receive input actor's input components on to the player controller's input stack | Engine/Level.h | |
void RegisterActorForAutoReceiveInput
(
AActor* Actor, |
Register an actor that should be added to a player's input stack when they are created | Engine/Level.h | |
uint16 RegisterStreamableTexture
(
const FString& InTextureName, |
Engine/Level.h | ||
void ReleaseRenderingResources() |
Releases rendering resources for this level. | Engine/Level.h | |
void RemoveLoadedActor
(
AActor* Actor, |
Remove a dynamically loaded actor from this level. | Engine/Level.h | |
| Engine/Level.h | |||
void ResetNavList() |
Resets the level nav list. | Engine/Level.h | |
void ResetRouteActorInitializationState() |
Method for resetting routing actor initialization for the next time this level is streamed. | Engine/Level.h | |
void RouteActorInitialize
(
int32 NumActorsToProcess |
Routes pre and post initialize to actors and also sets volumes. | Engine/Level.h | |
void SetCachedLevelCollection
(
FLevelCollection*const InCachedLevelCollection |
Sets the cached level collection that contains this level. | Engine/Level.h | |
void SetEditorPathOwner
(
UObject* InEditorPathOwner |
Engine/Level.h | ||
void SetForceCantReuseUnloadedButStillAround
(
bool bNewValue |
Engine/Level.h | ||
void SetLightingScenario
(
bool bNewIsLightingScenario |
Sets whether this level is a lighting scenario and handles propagating the change. | Engine/Level.h | |
bool SetUseActorFolders
(
bool bEnabled, |
Sets if the level uses actor folders mode or not. Returns true if succeeded. | Engine/Level.h | |
void SetUseExternalActors
(
bool bEnable |
Sets if the level uses external actors mode or not. | Engine/Level.h | |
void SetWorldDataLayers
(
AWorldDataLayers* NewWorldDataLayers |
Engine/Level.h | ||
void SetWorldSettings
(
AWorldSettings* NewWorldSettings |
Engine/Level.h | ||
bool ShouldCreateNewExternalActors() |
Returns true if the level wants newly spawned actors to be external | Engine/Level.h | |
void SortActorList () |
Sorts the actor list by net relevancy and static behaviour. | Engine/Level.h | |
bool TryAddActorToList
(
AActor* InActor, |
Add actor to list | Engine/Level.h | |
void UpdateLevelComponents
(
bool bRerunConstructionScripts, |
Updates all components of actors associated with this level (aka in Actors array) and creates the BSP model components. | Engine/Level.h | |
void UpdateModelComponents() |
Updates the model components associated with this level | Engine/Level.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginCacheForCookedPlatformData
(
const ITargetPlatform* TargetPlatform |
Engine/Level.h | ||
virtual void BeginDestroy() |
Engine/Level.h | ||
virtual void FinishDestroy() |
Engine/Level.h | ||
virtual bool IsNameStableForNetworking() |
Engine/Level.h | ||
virtual bool IsReadyForFinishDestroy() |
Engine/Level.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Engine/Level.h | ||
virtual void PostEditUndo() |
Engine/Level.h | ||
virtual void PostInitProperties() |
Engine/Level.h | ||
virtual void PostLoad() |
Engine/Level.h | ||
virtual void PreDuplicate
(
FObjectDuplicationParameters& DupParams |
Engine/Level.h | ||
virtual void PreEditUndo() |
Engine/Level.h | ||
virtual void PreSave
(
FObjectPreSaveContext ObjectSaveContext |
Engine/Level.h | ||
virtual bool ResolveSubobject
(
const TCHAR* SubObjectPath, |
Engine/Level.h | ||
virtual void Serialize
(
FArchive& Ar |
Engine/Level.h |
Overridden from UObjectBaseUtility
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanBeClusterRoot() |
Engine/Level.h | ||
virtual void CreateCluster() |
Engine/Level.h |
Overridden from IInterface_AssetUserData
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddAssetUserData
(
UAssetUserData* InUserData |
Engine/Level.h | ||
virtual UAssetUserData * GetAssetUserDataOfClass
(
TSubclassOf< UAssetUserData > InUserDataClass |
Returns an instance of the provided AssetUserData class if it's contained in the target asset. | Engine/Level.h | |
virtual void RemoveUserDataOfClass
(
TSubclassOf< UAssetUserData > InUserDataClass |
Engine/Level.h |
Overridden from ITextureStreamingContainer
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void InitializeTextureStreamingContainer
(
uint32 InPackedTextureStreamingQualityLevelFeatureLevel |
Engine/Level.h | ||
virtual uint16 RegisterStreamableTexture
(
UTexture* InTexture |
Engine/Level.h |
Overridden from IEditorPathObjectInterface
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual UObject * GetEditorPathOwner() |
Engine/Level.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void AddReferencedObjects
(
UObject* InThis, |
Engine/Level.h | ||
static void BuildStreamingData
(
UWorld* World, |
Rebuilds static streaming data for all levels in the specified UWorld. | Engine/Level.h | |
static UPackage * CreateActorPackage
(
UPackage* InLevelPackage, |
Create an package for this actor | Engine/Level.h | |
static FString GetActorPackageName
(
UPackage* InLevelPackage, |
Get the package name for this actor | Engine/Level.h | |
static FString GetActorPackageName
(
const FString& InBaseDir, |
Get the package name for this actor | Engine/Level.h | |
static EActorPackagingScheme GetActorPackagingSchemeFromActorPackageName
(
const FStringView InActorPackageName |
Extract the packaging Scheme used by an external actor package based on the name of the package | Engine/Level.h | |
| Get a properly formated external actor package instance name for this level package to be used in FLinkerInstancingContext | Engine/Level.h | ||
static const TCHAR * GetExternalActorsFolderName() |
Get the folder name from which all external actors paths are created | Engine/Level.h | |
static FString GetExternalActorsPath
(
UPackage* InLevelPackage, |
Get the folder containing the external actors for this level | Engine/Level.h | |
static FString GetExternalActorsPath
(
const FString& InLevelPackageName, |
Get the folder containing the external actors for this level path | Engine/Level.h | |
| Get the folders containing the external actors for this level path, including actor folders of registered plugins for this level | Engine/Level.h | ||
| Get the folders containing the external objects for this level path | Engine/Level.h | ||
static bool GetIsLevelCookedFromAsset
(
const FAssetData& Asset |
Engine/Level.h | ||
static bool GetIsLevelCookedFromPackage
(
FName LevelPackage |
Engine/Level.h | ||
static bool GetIsLevelPartitionedFromAsset
(
const FAssetData& Asset |
Engine/Level.h | ||
static bool GetIsLevelPartitionedFromPackage
(
FName LevelPackage |
Engine/Level.h | ||
static bool GetIsLevelUsingActorsDescsFromAsset
(
const FAssetData& Asset |
Engine/Level.h | ||
static bool GetIsLevelUsingActorsDescsFromPackage
(
FName LevelPackage |
Engine/Level.h | ||
static bool GetIsLevelUsingExternalActorsFromAsset
(
const FAssetData& Asset |
Engine/Level.h | ||
static bool GetIsLevelUsingExternalActorsFromPackage
(
FName LevelPackage |
Engine/Level.h | ||
static bool GetIsStreamingDisabledFromAsset
(
const FAssetData& Asset |
Engine/Level.h | ||
static bool GetIsStreamingDisabledFromPackage
(
FName LevelPackage |
Engine/Level.h | ||
static bool GetIsUsingActorFoldersFromAsset
(
const FAssetData& Asset |
Engine/Level.h | ||
static bool GetIsUsingActorFoldersFromPackage
(
FName LevelPackage |
Engine/Level.h | ||
static bool GetLevelBoundsFromAsset
(
const FAssetData& Asset, |
Engine/Level.h | ||
static bool GetLevelBoundsFromPackage
(
FName LevelPackage, |
Engine/Level.h | ||
static FVector GetLevelInstancePivotOffsetFromAsset
(
const FAssetData& Asset |
Engine/Level.h | ||
static FVector GetLevelInstancePivotOffsetFromPackage
(
FName LevelPackage |
Engine/Level.h | ||
static bool GetLevelScriptExternalActorsReferencesFromAsset
(
const FAssetData& Asset, |
Engine/Level.h | ||
| Engine/Level.h | |||
static TArray< FString > GetOnDiskExternalActorPackages
(
const FString& ExternalActorsPath |
Get the list of (on disk) external actor packages associated with this external actors path | Engine/Level.h | |
static const UObject * GetOverrideSpawningLevelMountPointObject() |
Returns override spawning level mount point object | Engine/Level.h | |
static bool GetPartitionedLevelCanBeUsedByLevelInstanceFromAsset
(
const FAssetData& Asset |
Engine/Level.h | ||
static bool GetPartitionedLevelCanBeUsedByLevelInstanceFromPackage
(
FName LevelPackage |
Engine/Level.h | ||
static bool GetWorldExternalActorsReferencesFromAsset
(
const FAssetData& Asset, |
Engine/Level.h | ||
| Engine/Level.h | |||
static bool IsNetActor
(
const AActor* Actor |
Used internally to determine which actors should go on the world's NetworkActor list. | Engine/Level.h | |
static FDelegateHandle RegisterLevelExternalActorsPathsProvider
(
const FLevelExternalActorsPathsProviderDelegate& Provider |
Registers a level external actor paths provider | Engine/Level.h | |
static FDelegateHandle RegisterLevelMountPointResolver
(
const FLevelMountPointResolverDelegate& Resolver |
Registers a level mount point resolver | Engine/Level.h | |
| Returns a resolved level path using the level mount point context | Engine/Level.h | ||
static void ScanLevelAssets
(
const FString& InLevelPackageName |
Scans/Updates all Level Assets (level package and external packages) | Engine/Level.h | |
static void UnregisterLevelExternalActorsPathsProvider
(
const FDelegateHandle& ProviderDelegateHandle |
Unregisters a level external actor paths provider | Engine/Level.h | |
static void UnregisterLevelMountPointResolver
(
const FDelegateHandle& ResolverDelegateHandle |
Unregisters a level mount point resolver | Engine/Level.h |