unreal.EditorLevelUtils

class unreal.EditorLevelUtils(outer: Object | None = None, name: Name | str = 'None')

Bases: Object

Editor Level Utils

C++ Source:

  • Module: UnrealEd

  • File: EditorLevelUtils.h

classmethod add_level_to_world(world, level_package_name, level_streaming_class) LevelStreaming

Adds the named level package to the world. Does nothing if the level already exists in the world.

Levels are not saved when added to the world. They can be saved with the “Save Map” function

Parameters:
  • world (World)

  • level_package_name (str) – The package name (“e.g /Game/MyLevel”) of the level package to add.

  • level_streaming_class (type(Class)) – The streaming class type to use for the level.

Returns:

The new level, or NULL if the level couldn’t added.

Return type:

LevelStreaming

classmethod add_level_to_world_with_transform(world, level_package_name, level_streaming_class, level_transform) LevelStreaming

Adds the named level package to the world at the given position. Does nothing if the level already exists in the world.

Parameters:
  • world (World)

  • level_package_name (str) – The package name (“e.g /Game/MyLevel”) of the level package to add.

  • level_streaming_class (type(Class)) – The streaming class type to use for the level.

  • level_transform (Transform) – The origin of the new level in the world.

Returns:

The new level, or NULL if the level couldn’t added.

Return type:

LevelStreaming

classmethod create_new_streaming_level(level_streaming_class, new_level_path='', move_selected_actors_into_new_level=False) LevelStreaming

Creates a new streaming level in the current world

Parameters:
  • level_streaming_class (type(Class)) – The streaming class type instead to use for the level.

  • new_level_path (str) – Optional path to the level package path format (“e.g /Game/MyLevel”). If empty, the user will be prompted during the save process.

  • move_selected_actors_into_new_level (bool) – If true, move any selected actors into the new level.

Returns:

Returns the newly created level, or NULL on failure

Return type:

LevelStreaming

classmethod get_levels(world) Array[Level]

Returns all levels for a world.

Parameters:

world (World) – World containing levels

Returns:

Set of all levels

Return type:

Array[Level]

classmethod make_level_current(streaming_level) None

Makes the specified streaming level the current level for editing. The current level is where actors are spawned to when calling SpawnActor

Parameters:

streaming_level (LevelStreaming)

classmethod move_actors_to_level(actors_to_move, dest_streaming_level, warn_about_references=True, warn_about_renaming=True) int32

Moves the specified list of actors to the specified streaming level. The new actors will be selected

Parameters:
  • actors_to_move (Array[Actor]) – List of actors to move

  • dest_streaming_level (LevelStreaming) – The destination streaming level of the current world to move the actors to

  • warn_about_references (bool) – Whether or not to show a modal warning about referenced actors that may no longer function after being moved

  • warn_about_renaming (bool)

Returns:

The number of actors that were successfully moved to the new level

Return type:

int32

classmethod move_selected_actors_to_level(dest_level, warn_about_references=True) int32

Moves the currently selected actors to the specified streaming level. The new actors will be selected

Parameters:
  • dest_level (LevelStreaming)

  • warn_about_references (bool) – Whether or not to show a modal warning about referenced actors that may no longer function after being moved

Returns:

The number of actors that were successfully moved to the new level

Return type:

int32

classmethod remove_level_from_world(level, clear_selection=True, reset_transaction_buffer=True) bool

Removes given level from the world. Note, this will only work for sub-levels in the main level.

Levels are not saved when added to the world. They can be saved with the “Save Map” function

Parameters:
  • level (Level) – Level asset to remove from the world.

  • clear_selection (bool) – If true, it will clear the editor selection.

  • reset_transaction_buffer (bool) – If true, it will reset the transaction buffer (i.e. clear undo history)

Returns:

True if the level was successfully removed.

Return type:

bool

classmethod set_level_visibility(level, should_be_visible, force_layers_visible, modify_mode=LevelVisibilityDirtyMode.MODIFY_ON_CHANGE) None

Sets a level’s visibility in the editor. Less efficient than SetLevelsVisibility when changing the visibility of multiple levels simultaneously.

Parameters:
  • level (Level) – The level to modify.

  • should_be_visible (bool) – The level’s new visibility state.

  • force_layers_visible (bool) – If true and the level is visible, force the level’s layers to be visible.

  • modify_mode (LevelVisibilityDirtyMode) – ELevelVisibilityDirtyMode mode value.

classmethod set_levels_visibility(levels, should_be_visible, force_layers_visible, modify_mode=LevelVisibilityDirtyMode.MODIFY_ON_CHANGE) None

Sets a level’s visibility in the editor. More efficient than SetLevelsVisibility when changing the visibility of multiple levels simultaneously.

Parameters:
  • levels (Array[Level]) – The levels to modify.

  • should_be_visible (Array[bool]) – The level’s new visibility state for each level.

  • force_layers_visible (bool) – If true and the level is visible, force the level’s layers to be visible.

  • modify_mode (LevelVisibilityDirtyMode) – ELevelVisibilityDirtyMode mode value.