unreal.Level
¶
- class unreal.Level(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
Object
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. see: https://docs.unrealengine.com/latest/INT/Engine/Levels see: UActor
C++ Source:
Module: Engine
File: Level.h
Editor Properties: (see get_editor_property/set_editor_property)
level_partition
(LevelPartitionInterface): [Read-Write] Level Partition: Level partition, if anylightmap_total_size
(float): [Read-Only] Lightmap Total Size: Total number of KB used for lightmap textures in the level.shadowmap_total_size
(float): [Read-Only] Shadowmap Total Size: Total number of KB used for shadowmap textures in the level.use_actor_folders
(bool): [Read-Write] Use Actor Folders: Use actor folder objects, actor folders of this level will be persistent in their own object.use_external_actors
(bool): [Read-Write] Use External Actors: Use external actors, new actor spawned in this level will be external and existing external actors will be loaded on load.