- class unreal.LevelStreamingDynamic(outer=None, name='None')¶
Level Streaming Dynamic
Editor Properties: (see get_editor_property/set_editor_property)
disable_distance_streaming(bool): [Read-Write] 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] If true, will be drawn on the ‘level streaming status’ map (STAT LEVELMAP console command)
editor_streaming_volumes(Array(LevelStreamingVolume)): [Read-Write] The level streaming volumes bound to this level.
initially_loaded(bool): [Read-Write] Whether the level should be loaded at startup
initially_visible(bool): [Read-Write] Whether the level should be visible at startup if it is loaded
is_static(bool): [Read-Write] 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] The level color used for visualization. (Show -> Advanced -> Level Coloration)
level_lod_index(int32): [Read-Write] Requested LOD. Non LOD sub-levels have Index = -1
level_transform(Transform): [Read-Write] Transform applied to actors after loading.
min_time_between_volume_unload_requests(float): [Read-Write] Cooldown time in seconds between volume-based unload requests. Used in preventing spurious unload requests.
on_level_hidden(LevelStreamingVisibilityStatus): [Read-Write] Called when level is removed from the world
on_level_loaded(LevelStreamingLoadedStatus): [Read-Write] Called when level is streamed in
on_level_shown(LevelStreamingVisibilityStatus): [Read-Write] Called when level is added to the world
on_level_unloaded(LevelStreamingLoadedStatus): [Read-Write] Called when level is streamed out
should_be_loaded(bool): [Read-Write] Whether the level should be loaded
should_be_visible(bool): [Read-Write] Whether the level should be visible if it is loaded
should_block_on_load(bool): [Read-Write] Whether we want to force a blocking load
should_block_on_unload(bool): [Read-Write] Whether we want to force a blocking unload
streaming_priority(int32): [Read-Write] 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] The reference to the world containing the level to load
- classmethod load_level_instance(world_context_object, level_name, location, rotation, optional_level_name_override="") -> (LevelStreamingDynamic, out_success=bool)¶
Stream in a level with a specific location and rotation. You can create multiple instances of the same level!
The level to be loaded does not have to be in the persistent map’s Levels list, however to ensure that the .umap does get packaged, please be sure to include the .umap in your Packaging Settings:
Project Settings -> Packaging -> List of Maps to Include in a Packaged Build (you may have to show advanced or type in filter)
world_context_object (Object) –
level_name (str) – Level package name to load, ex: /Game/Maps/MyMapName, specifying short name like MyMapName will force very slow search on disk
location (Vector) – World space location where the level should be spawned
rotation (Rotator) – World space rotation for rotating the entire level
optional_level_name_override (str) – If set, the loaded level package have this name, which is used by other functions like UnloadStreamLevel. Note this is necessary for server and client networking because the level must have the same name on both.
Streaming level object for a level instance
out_success (bool): Whether operation was successful (map was found and added to the sub-levels list)
- Return type
- classmethod load_level_instance_by_soft_object_ptr(world_context_object, level, location, rotation, optional_level_name_override="") -> (LevelStreamingDynamic, out_success=bool)¶
Load Level Instance by Soft Object Ptr