unreal.LevelStreaming

class unreal.LevelStreaming(outer: Optional[Object] = None, name: Union[Name, str] = 'None')

Bases: Object

Abstract base class of container object encapsulating data required for streaming and providing interface for when a level should be streamed in and out of memory.

C++ Source:

  • Module: Engine

  • File: LevelStreaming.h

Editor Properties: (see get_editor_property/set_editor_property)

  • disable_distance_streaming (bool): [Read-Write] Disable Distance Streaming: Whether this level streaming object should be ignored by world composition distance streaming, so streaming state can be controlled by other systems (ex: in blueprints)

  • draw_on_level_status_map (bool): [Read-Write] Draw on Level Status Map: If true, will be drawn on the ‘level streaming status’ map (STAT LEVELMAP console command)

  • editor_streaming_volumes (Array[LevelStreamingVolume]): [Read-Write] Editor Streaming Volumes: The level streaming volumes bound to this level.

  • is_static (bool): [Read-Write] Is Static: Whether this level only contains static actors that aren’t affected by gameplay or replication. If true, the engine can make certain optimizations and will add this level to the StaticLevels collection.

  • level_color (LinearColor): [Read-Write] Level Color: The level color used for visualization. (Show -> Advanced -> Level Coloration)

  • level_lod_index (int32): [Read-Write] Level LODIndex: Requested LOD. Non LOD sub-levels have Index = -1

  • level_transform (Transform): [Read-Write] Level Transform: Transform applied to actors after loading.

  • min_time_between_volume_unload_requests (float): [Read-Write] Min Time Between Volume Unload Requests: Cooldown time in seconds between volume-based unload requests. Used in preventing spurious unload requests.

  • on_level_hidden (LevelStreamingVisibilityStatus): [Read-Write] On Level Hidden: Called when level is no longer visible, may not be removed from world yet

  • on_level_loaded (LevelStreamingLoadedStatus): [Read-Write] On Level Loaded: Called when level is streamed in

  • on_level_shown (LevelStreamingVisibilityStatus): [Read-Write] On Level Shown: Called when level is added to the world and is visible

  • on_level_unloaded (LevelStreamingLoadedStatus): [Read-Write] On Level Unloaded: Called when level is streamed out

  • should_be_loaded (bool): [Read-Write] Should be Loaded: Whether the level should be loaded

  • should_be_visible (bool): [Read-Write] Should be Visible: Whether the level should be visible if it is loaded

  • should_block_on_load (bool): [Read-Write] Should Block on Load: Whether we want to force a blocking load

  • should_block_on_unload (bool): [Read-Write] Should Block on Unload: Whether we want to force a blocking unload

  • streaming_priority (int32): [Read-Write] Streaming Priority: The relative priority of considering the streaming level. Changing the priority will not interrupt the currently considered level, but will affect the next time a level is being selected for evaluation.

  • world_asset (World): [Read-Only] World Asset: The reference to the world containing the level to load

create_instance(unique_instance_name) LevelStreaming

Creates a new instance of this streaming level with a provided unique instance name

Parameters:

unique_instance_name (str) –

Return type:

LevelStreaming

property disable_distance_streaming: bool

[Read-Write] Disable Distance Streaming: Whether this level streaming object should be ignored by world composition distance streaming, so streaming state can be controlled by other systems (ex: in blueprints)

Type:

(bool)

get_is_requesting_unload_and_removal() bool

Returns if the streaming level has requested to be unloaded and removed.

Return type:

bool

get_loaded_level() Level

Gets a pointer to the LoadedLevel value

Return type:

Level

get_world_asset_package_f_name() Name

Gets the package name for the world asset referred to by this level streaming as an FName

Return type:

Name

is_level_loaded() bool

Returns whether streaming level is loaded

Return type:

bool

is_level_visible() bool

Returns whether streaming level is visible

Return type:

bool

is_streaming_state_pending() bool

Returns whether level has streaming state change pending

Return type:

bool

property level_lod_index: int

[Read-Write] Level LODIndex: Requested LOD. Non LOD sub-levels have Index = -1

Type:

(int32)

property level_transform: Transform

[Read-Write] Level Transform: Transform applied to actors after loading.

Type:

(Transform)

property on_level_hidden: LevelStreamingVisibilityStatus

[Read-Write] On Level Hidden: Called when level is no longer visible, may not be removed from world yet

Type:

(LevelStreamingVisibilityStatus)

property on_level_loaded: LevelStreamingLoadedStatus

[Read-Write] On Level Loaded: Called when level is streamed in

Type:

(LevelStreamingLoadedStatus)

property on_level_shown: LevelStreamingVisibilityStatus

[Read-Write] On Level Shown: Called when level is added to the world and is visible

Type:

(LevelStreamingVisibilityStatus)

property on_level_unloaded: LevelStreamingLoadedStatus

[Read-Write] On Level Unloaded: Called when level is streamed out

Type:

(LevelStreamingLoadedStatus)

set_is_requesting_unload_and_removal(is_requesting_unload_and_removal) None

Sets if the streaming level should be unloaded and removed.

Parameters:

is_requesting_unload_and_removal (bool) –

property should_be_loaded: bool

[Read-Write] Should be Loaded: Whether the level should be loaded

Type:

(bool)

property should_be_visible: bool

[Read-Write] Should be Visible: Whether the level should be visible if it is loaded

Type:

(bool)

property should_block_on_load: bool

[Read-Write] Should Block on Load: Whether we want to force a blocking load

Type:

(bool)

property should_block_on_unload: bool

[Read-Write] Should Block on Unload: Whether we want to force a blocking unload

Type:

(bool)

property streaming_priority: int

[Read-Write] Streaming Priority: The relative priority of considering the streaming level. Changing the priority will not interrupt the currently considered level, but will affect the next time a level is being selected for evaluation.

Type:

(int32)

property world_asset: World

[Read-Only] World Asset: The reference to the world containing the level to load

Type:

(World)