ALevelScriptActor

[ALevelScriptActor](API\Runtime\Engine\Engine\ALevelScriptActor) is the base class for classes generated by ULevelScriptBlueprints.

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Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Engine/LevelScriptActor.h

Include

#include "Engine/LevelScriptActor.h"

Syntax

class ALevelScriptActor : public AActor

Remarks

ALevelScriptActor is the base class for classes generated by ULevelScriptBlueprints. ALevelScriptActor instances are hidden actors that exist within a level, and can execute level-wide logic (operating on specific actor instances within the level). The level-script's functionality is defined inside the ULevelScriptBlueprint itself (using the blueprint's node-based interface).

Constructors

Name Description

Public function

ALevelScriptActor

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Const

bool

 

InputEnabled()

Public function

void

 

LevelReset()

Level State Functions ------------------

Public function Virtual

bool

 

RemoteEvent

(
    FName EventName
)

Tries to find an event named "EventName" on all other levels, and calls it

Public function Virtual

void

 

SetCinematicMode

(
    bool bCinematicMode,
    bool bHidePlayer,
    bool bAffectsHUD,
    bool bAffectsMovement,
    bool bAffectsTurning
)

Sets the cinematic mode on all PlayerControllers

Public function

void

 

WorldOriginLocationChanged

(
    FIntVector OldOriginLocation,
    FIntVector NewOriginLocation
)

Event called on world origin location changes

Overridden from AActor

Name Description

Public function Virtual

void

 

DisableInput

(
    APlayerController* PlayerContr...
)

Removes this actor from the stack of input being handled by a PlayerController.

Public function Virtual

void

 

EnableInput

(
    APlayerController* PlayerContr...
)

Pushes this actor on to the stack of input being handled by a PlayerController.

Public function Virtual

void

 

PreInitializeComponents()

Called right before components are initialized, only called during gameplay

See Also

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