unreal.LevelScriptBlueprint

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

Bases: Blueprint

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. see: https://docs.unrealengine.com/latest/INT/Engine/Blueprints/UserGuide/Types/LevelBlueprint/index.html see: https://docs.unrealengine.com/latest/INT/Engine/Blueprints/index.html see: UBlueprint see: ALevelScriptActor

C++ Source:

  • Module: Engine

  • File: LevelScriptBlueprint.h

Editor Properties: (see get_editor_property/set_editor_property)

  • blueprint_category (str): [Read-Write] The category of the Blueprint, used to organize this Blueprint class when displayed in palette windows

  • blueprint_description (str): [Read-Write] Shows up in the content browser tooltip when the blueprint is hovered

  • blueprint_display_name (str): [Read-Write] Overrides the BP’s display name in the editor UI

  • blueprint_namespace (str): [Read-Write] The namespace of this blueprint (if set, the Blueprint will be treated differently for the context menu)

  • compile_mode (BlueprintCompileMode): [Read-Write] The mode that will be used when compiling this class.

  • deprecate (bool): [Read-Write] Deprecates the Blueprint, marking the generated class with the CLASS_Deprecated flag

  • generate_abstract_class (bool): [Read-Write] Whether or not this blueprint’s class is a abstract class or not. Should set CLASS_Abstract in the KismetCompiler.

  • generate_const_class (bool): [Read-Write] Whether or not this blueprint’s class is a const class or not. Should set CLASS_Const in the KismetCompiler.

  • hide_categories (Array[str]): [Read-Write] Additional HideCategories. These are added to HideCategories from parent.

  • run_construction_script_in_sequencer (bool): [Read-Write] whether or not you want to continuously rerun the construction script for an actor in sequencer

  • run_construction_script_on_drag (bool): [Read-Write] whether or not you want to continuously rerun the construction script for an actor as you drag it in the editor, or only when the drag operation is complete

  • should_cook_property_guids_value (ShouldCookBlueprintPropertyGuids): [Read-Write] Whether to include the property GUIDs for the generated class in a cooked build. note: This option may slightly increase memory usage in a cooked build, but can avoid needing to add CoreRedirect data for Blueprint classes stored within SaveGame archives.

  • status (BlueprintStatus): [Read-Write] The current status of this blueprint

  • thumbnail_info (ThumbnailInfo): [Read-Only] Information for thumbnail rendering