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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/ULevelStreamingDynamic
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static ULevelStreamingDynamic * LoadLevelInstance
(
const FLoadLevelInstanceParams& Params, |
Engine/LevelStreamingDynamic.h | ||
static ULevelStreamingDynamic * LoadLevelInstance
(
UObject* WorldContextObject, |
Stream in a level with a specific location and rotation. | Engine/LevelStreamingDynamic.h |
|
LoadLevelInstance(const FLoadLevelInstanceParams &, bool &)
| Name | LoadLevelInstance |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/LevelStreamingDynamic.h |
| Include Path | #include "Engine/LevelStreamingDynamic.h" |
| Source | /Engine/Source/Runtime/Engine/Private/LevelStreaming.cpp |
static ULevelStreamingDynamic * LoadLevelInstance
(
const FLoadLevelInstanceParams & Params,
bool & bOutSuccess
)
LoadLevelInstance(UObject *, FString, FVector, FRotator, bool &, const FString &, TSubclassOf< ULevelStreamingDynamic >, bool)
Description
Stream in a level with a specific location and rotation. You can create multiple instances of the same level!
The level to be loaded does not have to be in the persistent map's Levels list, however to ensure that the .umap does get packaged, please be sure to include the .umap in your Packaging Settings:
Project Settings -> Packaging -> List of Maps to Include in a Packaged Build (you may have to show advanced or type in filter)
| Name | LoadLevelInstance |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/LevelStreamingDynamic.h |
| Include Path | #include "Engine/LevelStreamingDynamic.h" |
| Source | /Engine/Source/Runtime/Engine/Private/LevelStreaming.cpp |
UFUNCTION (BlueprintCallable, Category=LevelStreaming,
Meta=(DisplayName="Load Level Instance (by Name)", WorldContext="WorldContextObject"))
static ULevelStreamingDynamic * LoadLevelInstance
(
UObject * WorldContextObject,
FString LevelName,
FVector Location,
FRotator Rotation,
bool & bOutSuccess,
const FString & OptionalLevelNameOverride,
TSubclassOf < ULevelStreamingDynamic > OptionalLevelStreamingClass,
bool bLoadAsTempPackage
)
Streaming level object for a level instance
Parameters
| Name | Remarks |
|---|---|
| LevelName | Level package name to load, ex: /Game/Maps/MyMapName, specifying short name like MyMapName will force very slow search on disk |
| Location | World space location where the level should be spawned |
| Rotation | World space rotation for rotating the entire level |
| bOutSuccess | Whether operation was successful (map was found and added to the sub-levels list) |
| OptionalLevelNameOverride | If set, the loaded level package have this name, which is used by other functions like UnloadStreamLevel. Note this is necessary for server and client networking because the level must have the same name on both. |
| OptionalLevelStreamingClass | If set, the level streaming class will be used instead of ULevelStreamingDynamic |
| bLoadAsTempPackage | If set, package path is prefixed by /Temp |