Bases: unreal.EditorSubsystem
ULevelEditorSubsystem
Subsystem for exposing Level Editor related functionality to scripts
C++ Source:
-
editor_get_game_view(viewport_config_key='None') → bool
Editor Get Game View
- Parameters
viewport_config_key (Name) –
- Return type
bool
-
editor_invalidate_viewports() → None
Editor Invalidate Viewports
-
editor_play_simulate() → None
Editor Play Simulate
-
editor_request_end_play() → None
Editor Request End Play
-
editor_set_game_view(game_view, viewport_config_key='None') → None
Editor Set Game View
- Parameters
-
-
eject_pilot_level_actor(viewport_config_key='None') → None
Eject Pilot Level Actor
- Parameters
viewport_config_key (Name) –
-
get_active_viewport_config_key() → Name
Get Active Viewport Config Key
- Return type
Name
-
get_allows_cinematic_control(viewport_config_key='None') → bool
Get Allows Cinematic Control
- Parameters
viewport_config_key (Name) –
- Return type
bool
-
get_current_level() → Level
Get the current level used by the world editor.
- Returns
The current level
- Return type
Level
-
get_selection_set() → TypedElementSelectionSet
Get the level Editor typed element selection set for the current world
- Return type
TypedElementSelectionSet
-
get_viewport_config_keys()
Get Viewport Config Keys
- Return type
Array(Name)
-
is_in_play_in_editor() → bool
Is in Play in Editor
- Return type
bool
-
load_level(asset_path) → bool
Close the current Persistent Level (without saving it). Loads the specified level.
- Parameters
asset_path (str) – Asset Path of the level to be loaded. ie. /Game/MyFolder/MyAsset
- Returns
True if the operation succeeds.
- Return type
bool
-
new_level(asset_path) → bool
Close the current Persistent Level (without saving it). Create a new blank Level and save it. Load the new created level.
- Parameters
asset_path (str) – Asset Path of where the level will be saved. ie. /Game/MyFolder/MyAsset
- Returns
True if the operation succeeds.
- Return type
bool
-
new_level_from_template(asset_path, template_asset_path) → bool
Close the current Persistent Level (without saving it). Create a new Level base on another level and save it. Load the new created level.
- Parameters
-
- Returns
True if the operation succeeds.
- Return type
bool
-
pilot_level_actor(actor_to_pilot, viewport_config_key='None') → None
Pilot Level Actor
- Parameters
-
-
save_all_dirty_levels() → bool
Saves all Level currently loaded by the World Editor.
- Returns
True if the operation succeeds.
- Return type
bool
-
save_current_level() → bool
Saves the specified Level. Must already be saved at lease once to have a valid path.
- Returns
True if the operation succeeds.
- Return type
bool
-
set_allows_cinematic_control(allow, viewport_config_key='None') → None
Set Allows Cinematic Control
- Parameters
-
-
set_current_level_by_name(level_name) → bool
Set the current level used by the world editor.
If more than one level shares the same name, the first one encounter of that level name will be used.
- Parameters
level_name (Name) – The name of the Level the actor belongs to (same name as in the ContentBrowser).
- Returns
True if the operation succeeds.
- Return type
bool