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A level blueprint is a specialized type of blueprint. It is used to house global, level-wide logic. In a level blueprint, you can operate on specific level-actor instances through blueprint's node-based interface. Unreal Engine users should be familiar with this concept, as it is very similar to Kismet.
| Name | ULevelScriptBlueprint |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/LevelScriptBlueprint.h |
| Include Path | #include "Engine/LevelScriptBlueprint.h" |
Syntax
UCLASS (MinimalAPI, NotBlueprintType)
class ULevelScriptBlueprint : public UBlueprint
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBlueprintCore → UBlueprint → ULevelScriptBlueprint
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ULevelScriptBlueprint
(
const FObjectInitializer& ObjectInitializer |
Engine/LevelScriptBlueprint.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| FriendlyName | FString | The friendly name to use for UI | Engine/LevelScriptBlueprint.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ULevel * GetLevel() |
Engine/LevelScriptBlueprint.h |
Overridden from UBlueprint
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FString GetFriendlyName() |
Engine/LevelScriptBlueprint.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FString CreateLevelScriptNameFromLevel
(
const ULevel* Level |
Generate a name for a level script blueprint from the current level | Engine/LevelScriptBlueprint.h |