unreal.LevelEditorSubsystem

class unreal.LevelEditorSubsystem(outer=None, name='None')

Bases: unreal.EditorSubsystem

ULevelEditorSubsystem Subsystem for exposing Level Editor related functionality to scripts

C++ Source:

  • Module: LevelEditor

  • File: LevelEditorSubsystem.h

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
  • game_view (bool) –

  • viewport_config_key (Name) –

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
  • asset_path (str) – Asset Path of where the level will be saved. ie. /Game/MyFolder/MyAsset

  • template_asset_path (str) – Level to be used as Template. ie. /Game/MyFolder/MyAsset

Returns

True if the operation succeeds.

Return type

bool

pilot_level_actor(actor_to_pilot, viewport_config_key='None') None

Pilot Level Actor

Parameters
  • actor_to_pilot (Actor) –

  • viewport_config_key (Name) –

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
  • allow (bool) –

  • viewport_config_key (Name) –

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