| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Engine/Level.h |
Include |
#include "Engine/Level.h" |
class ULevel :
public UObject,
public IInterface_AssetUserData
The level object. Contains the level's actor list, BSP information, and brush list. Every Level has a World as its Outer and can be used as the PersistentLevel, however, when a Level has been streamed in the OwningWorld represents the World that it is a part of. 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.
Name | Description | ||
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ActorCluster |
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Actors |
Array of all actors in this level, used by FActorIteratorBase and derived classes |
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ActorsForGC |
Array of actors to be exposed to GC in this level. |
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AssetUserData |
Array of user data stored with the asset |
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uint8: 1 |
bActorClusterCreated |
Whether the level had its actor cluster created. |
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uint8: 1 |
bAlreadyAssociatedStreamableResources |
Whether we already associated streamable resources. |
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uint8: 1 |
bAlreadyClearedActorsSeamlessTravelFlag |
Whether we already cleared [AActor::bActorSeamlessTraveled](API\Runtime\Engine\GameFramework\AActor\bActorSeamlessTraveled). |
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uint8: 1 |
bAlreadyInitializedNetworkActors |
Whether we already initialized network actors. |
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uint8: 1 |
bAlreadyMovedActors |
The below variables are used temporarily while making a level visible. |
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uint8: 1 |
bAlreadyRoutedActorInitialize |
Whether we already routed initialize on actors. |
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uint8: 1 |
bAlreadyShiftedActors |
Whether we already shift actors positions according to world composition. |
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uint8: 1 |
bAlreadySortedActorList |
Whether we already sorted the actor list. |
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uint8: 1 |
bAlreadyUpdatedComponents |
Whether we already updated components. |
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uint8: 1 |
bAreComponentsCurrentlyRegistered |
Whether components are currently registered or not. |
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uint8: 1 |
bClientOnlyVisible |
Whether this level is specific to client, visibility state will not be replicated to server |
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uint8: 1 |
bContainsStableActorGUIDs |
Whether the level has been saved after introducing actor GUIDs |
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uint8: 1 |
bGeometryDirtyForLighting |
Whether the geometry needs to be rebuilt for correct lighting |
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bHasCurrentActorCalledPreRegister |
Whether the actor referenced by CurrentActorIndexForUpdateComponents has called PreRegisterAllComponents |
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uint8: 1 |
bHasRerunConstructionScripts |
Whether this level has gone through a complete rerun construction script pass. |
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uint8: 1 |
bIsAssociatingLevel |
Whether this level is in the process of being associated with its world (i.e. we are within AddToWorld for this level |
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uint8: 1 |
bIsBeingRemoved |
Whether the level is currently being removed from the world |
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uint8: 1 |
bIsDisassociatingLevel |
Whether this level is in the process of being disassociated with its world (i.e. we are within RemoveFromWorld for this level |
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uint8: 1 |
bIsLightingScenario |
Whether the level is a lighting scenario. |
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uint8: 1 |
bIsVisible |
Whether the level is currently visible/ associated with the world |
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bLevelOkayForPlacementWhileCheckedIn |
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uint8: 1 |
bLocked |
Whether this level is locked; that is, its actors are read-only Used by WorldBrowser to lock a level when corresponding ULevelStreaming does not exist |
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uint8: 1 |
bRequireFullVisibilityToRender |
Whether this level should be fully added to the world before rendering his components |
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uint8: 1 |
bStaticComponentsRegisteredInStreamingManager |
Whether the level has finished registering all static components in the streaming manager. |
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uint8: 1 |
bTextureStreamingRotationChanged |
Whether a level transform rotation was applied since the texture streaming builds. |
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uint8: 1 |
bWasDuplicated |
Whether this level was duplicated |
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uint8: 1 |
bWasDuplicatedForPIE |
Whether this level was duplicated for PIE |
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CurrentActorIndexForUnregisterComponents |
Current index into actors array for updating components. |
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CurrentActorIndexForUpdateComponents |
Current index into actors array for updating components. |
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FixupOverrideVertexColorsCount |
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float |
FixupOverrideVertexColorsTime |
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TWeakObjectPtr<... |
InstancedFoliageActor |
Cached pointer to Foliage actor |
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TWeakObjectPtr<... |
LevelBoundsActor |
Actor which defines level logical bounding box |
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LevelBuildDataId |
Identifies map build data specific to this level, eg lighting volume samples. |
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LevelColor |
The level color used for visualization. |
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LevelScriptActor |
The level scripting actor, created by instantiating the class from LevelScriptBlueprint. |
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LevelScriptBlueprint |
Reference to the blueprint for level scripting |
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LevelSimplification |
Level simplification settings for each LOD |
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LightBuildLevelOffset |
Level offset at time when lighting was built |
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float |
LightmapTotalSize |
Total number of KB used for lightmap textures in the level. |
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MapBuildData |
Registry for data from the map build. |
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UModel * |
Model |
BSP UModel. |
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ModelComponents |
BSP Model components used for rendering. |
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NavDataChunks |
Navigation related data that can be stored per level |
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NavListEnd |
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NavListStart |
Start and end of the navigation list for this level, used for quickly fixing up when streaming this level in/out. |
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NumTextureStreamingDirtyResources |
Num of resources that have changed since the last texture streaming build. Updated in map check. |
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NumTextureStreamingUnbuiltComponents |
Num of components missing valid texture streaming data. Updated in map check. |
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OnApplyLevelTransform |
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OnCleanupLevel |
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UWorld * |
OwningWorld |
The World that has this level in its Levels array. |
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PrecomputedLightVolume |
The precomputed light information for this level. |
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PrecomputedVisibilityHandler |
Contains precomputed visibility data for this level. |
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PrecomputedVolumeDistanceField |
Precomputed volume distance field for this level. |
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PrecomputedVolumetricLightmap |
The volumetric lightmap data for this level. |
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RemoveFromSceneFence |
Fence used to track when the rendering thread has finished referencing this ULevel's resources. |
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float |
ShadowmapTotalSize |
Total number of KB used for shadowmap textures in the level. |
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StaticNavigableGeometry |
Threes of triangle vertices - AABB filtering friendly. |
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StreamingTextureGuids |
The Guid of each texture refered by FStreamingTextureBuildInfo::TextureLevelIndex |
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TextureStreamingResourceGuids |
The Guid list of all materials and meshes Guid used in the last texture streaming build. |
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FTickTaskLevel ... |
TickTaskLevel |
Data structures for holding the tick functions |
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URL |
URL associated with this level. |
Name | Description | |
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ULevel ( |
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ULevel ( |
DO NOT USE. This constructor is for internal usage only for hot-reload purposes. |
Name | Description | |
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~ULevel() |
Name | Description | ||
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AddReferencedObjects ( |
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ApplyWorldOffset |
Shift level actors by specified offset The offset vector will get subtracted from all actors positions and corresponding data structures |
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BroadcastLevelBoundsActorUpdated() |
Broadcasts that Level bounds actor has been updated |
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BuildStreamingData ( |
Rebuilds static streaming data for all levels in the specified UWorld. |
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CanConvertActorToExternalPackaging ( |
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CleanupLevel() |
Flag this level instance for destruction. |
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CleanupLevelScriptBlueprint() |
Nulls certain references related to the LevelScriptBlueprint. |
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ClearActorsSeamlessTraveledFlag() |
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ClearLevelComponents() |
Clears all components of actors associated with this level (aka in Actors array) and also the BSP model components. |
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CommitModelSurfaces() |
Commits changes made to the UModel's surfaces. |
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ConvertAllActorsToPackaging ( |
Convert this level actors to the specified loading strategy |
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UPackage ... |
CreateActorPackage |
Create an package for this actor |
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UPackage ... |
CreateMapBuildDataPackage() |
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CreateModelComponents() |
Called to create ModelComponents for BSP rendering |
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CreateReplicatedDestructionInfo ( |
Populate an entry for Actor in the DestroyedReplicatedStaticActors list |
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DetachAttachAllActorsPackages ( |
Detach or reattach all level actors to from/to their external package |
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FixupForPIE ( |
Call on a level that was loaded from disk instead of PIE-duplicating, to fixup actor references |
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FLevelCollec... |
GetCachedLevelCollection() |
Returns the cached collection that contains this level, if any. May be null. |
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ABrush * |
GetDefaultBrush() |
Returns the default brush for this level. |
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const TArray... |
GetDestroyedReplicatedStaticActors() |
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GetExternalActorsPath |
Get the folder containing the external actors for this level |
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GetExternalActorsPath |
Get the folder containing the external actors for this level path |
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TArray< clas... |
GetLevelBlueprints() |
Returns a list of all blueprints contained within the level |
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ILevelPartit... |
GetLevelPartition() |
Get the level partition assigned to this level, if any |
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const ILevel... |
GetLevelPartition() |
Get the level partition assigned to this level, if any |
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ALevelScript... |
GetLevelScriptActor() |
Returns the level scripting actor associated with this level |
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ULevelScript... |
GetLevelScriptBlueprint ( |
Grabs a reference to the level scripting blueprint for this level. |
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GetLoadedExternalActorPackages() |
Get the list of (loaded) external actor packages associated with this level |
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GetOnDiskExternalActorPackages() |
Get the list of (on disk) external actor packages associated with this level |
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UMapBuildDat... |
GetOrCreateMapBuildData() |
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GetStaticNavigableGeometry() |
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UWorld * |
GetWorld() |
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AWorldSettin... |
GetWorldSettings ( |
Returns the world info for this level. |
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HandleLegacyMapBuildData() |
Creates UMapBuildDataRegistry entries for legacy lightmaps from components loaded for this level. |
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HasAnyActorsOfType ( |
Utility searches this level's actor list for any actors of the specified type. |
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HasVisibilityChangeRequestPending() |
Whether the level is currently pending being made invisible or visible. |
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IncrementalUnregisterComponents ( |
Incrementally unregisters all components of actors associated with this level. |
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IncrementalUpdateComponents ( |
Incrementally updates all components of actors associated with this level. |
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Initialize ( |
Constructor. |
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InitializeNetworkActors() |
Handles network initialization for actors in this level |
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InitializeRenderingResources() |
Initializes rendering resources for this level. |
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InvalidateModelGeometry() |
Invalidates the cached data used to render the level's UModel. |
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InvalidateModelSurface() |
Discards the cached data used to render the level's UModel. |
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IsCurrentLevel() |
Is this the current level in the world it is owned by |
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IsNetActor ( |
Used internally to determine which actors should go on the world's NetworkActor list. |
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IsPartitionedLevel() |
Returns true if the current level is a partitioned level |
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IsPartitionSubLevel() |
Returns true if the current level is a sublevel (managed by a parent partitioned level) |
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IsPersistentLevel() |
Is this the persistent level |
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IsUsingExternalActors() |
Returns true if the level uses external actors mode. |
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FLevelBounds... |
LevelBoundsActorUpdated() |
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MarkLevelBoundsDirty() |
Marks level bounds as dirty so they will be recalculated |
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MarkLevelComponentsRenderStateDirty() |
Marks all level components render state as dirty |
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OnApplyNewLightingData ( |
Called after lighting was built and data gets propagated to this level |
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OnLevelScriptBlueprintChanged ( |
Called when the level script blueprint has been successfully changed and compiled. |
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PushPendingAutoReceiveInput ( |
Push any pending auto receive input actor's input components on to the player controller's input stack |
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RebuildStaticNavigableGeometry() |
Meant to be called only from editor, calculating and storing static geometry to be used with off-line and/or on-line navigation building |
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RegenerateLevelScriptActor() |
Replace the existing LSA (if set) by spawning a new one based on this level's script blueprint |
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RegisterActorForAutoReceiveInput |
Register an actor that should be added to a player's input stack when they are created |
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ReleaseRenderingResources() |
Releases rendering resources for this level. |
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RepairLevelScript() |
Attempts to detect and fix any issues with the level script blueprint and associated objects |
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ResetNavList() |
Resets the level nav list. |
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RouteActorInitialize() |
Routes pre and post initialize to actors and also sets volumes. |
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SetCachedLevelCollection ( |
Sets the cached level collection that contains this level. |
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SetLevelPartition ( |
Assign a level partition to this level |
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SetLightingScenario ( |
Sets whether this level is a lighting scenario and handles propagating the change. |
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SetPartitionSubLevel ( |
Setup the provided sublevel so that it is handled by this level's partition |
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SetUseExternalActors ( |
Sets if the level uses external actors mode or not. |
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SetWorldSettings ( |
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SortActorList() |
Sorts the actor list by net relevancy and static behaviour. |
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UpdateLevelComponents ( |
Updates all components of actors associated with this level (aka in Actors array) and creates the BSP model components. |
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UpdateModelComponents() |
Updates the model components associated with this level |
Name | Description | ||
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BeginCacheForCookedPlatformData ( |
Starts caching of platform specific data for the target platform Called when cooking before serialization so that object can prepare platform specific data Not called during normal loading of objects |
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BeginDestroy() |
Called before destroying the object. |
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CanEditChange ( |
Called by the editor to query whether a property of this object is allowed to be modified. |
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FinishDestroy() |
Called to finish destroying the object. |
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IsNameStableForNetworking() |
IsNameStableForNetworking means an object can be referred to its path name (relative to outer) over the network |
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IsReadyForFinishDestroy() |
Called to check if the object is ready for FinishDestroy. |
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PostDuplicate ( |
Called after duplication & serialization and before PostLoad. |
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PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
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PostEditUndo() |
Called after applying a transaction to the object. |
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PostInitProperties() |
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |
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PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
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PreDuplicate ( |
Called before duplication. |
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PreEditUndo() |
Called before applying a transaction to the object. |
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PreSave ( |
Presave function. |
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Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name | Description | ||
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CanBeClusterRoot() |
Called after load to determine if the object can be a cluster root |
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CreateCluster() |
Called after PostLoad to create UObject cluster |
Name | Description | ||
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AddAssetUserData ( |
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UAssetUserDa... |
GetAssetUserDataOfClass ( |
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RemoveUserDataOfClass ( |
Name |
Description |
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FLevelBoundsActorUpdatedEvent |
Called when Level bounds actor has been updated |
Name |
Description |
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FLevelCleanupEvent |
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FLevelTransformEvent |
Event on level transform changes. |
Name |
Description |
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LevelDirtiedEvent |
Called when a level package has been dirtied. |
StreamedLevelsOwningWorld |
Set before calling LoadPackage for a streaming level to ensure that OwningWorld is correct on the Level |
Name | Description | ||
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HasVisibilityRequestPending() |
Use HasVisibilityChangeRequestPending |