unreal.LevelInstanceComponent

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

Bases: unreal.SceneComponent

ULevelInstanceComponent subclasses USceneComponent for Editing purposes so that we can have a proxy to the LevelInstanceActor’s RootComponent transform without attaching to it.

It is responsible for updating the transform of the ALevelInstanceEditorInstanceActor which is created when loading a LevelInstance Instance Level

We use this method to avoid attaching the Instance Level Actors to the ALevelInstance. (Cross level attachment and undo/redo pain)

The LevelInstance Level Actors are attached to this ALevelInstanceEditorInstanceActor keeping the attachment local to the Instance Level and shielded from the transaction buffer.

Avoiding those Level Actors from being part of the Transaction system allows us to unload that level without clearing the transaction buffer. It also allows BP Reinstancing without having to update attachements.

C++ Source:

  • Module: Engine

  • File: LevelInstanceComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • absolute_location (bool): [Read-Write] Absolute Location: If RelativeLocation should be considered relative to the world, rather than the parent

  • absolute_rotation (bool): [Read-Write] Absolute Rotation: If RelativeRotation should be considered relative to the world, rather than the parent

  • absolute_scale (bool): [Read-Write] Absolute Scale: If RelativeScale3D should be considered relative to the world, rather than the parent

  • asset_user_data (Array(AssetUserData)): [Read-Write] Asset User Data: Array of user data stored with the component

  • auto_activate (bool): [Read-Write] Auto Activate: Whether the component is activated at creation or must be explicitly activated.

  • can_ever_affect_navigation (bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigation

  • component_tags (Array(Name)): [Read-Write] Component Tags: Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • detail_mode (DetailMode): [Read-Write] Detail Mode: If detail mode is >= system detail mode, primitive won’t be rendered.

  • editable_when_inherited (bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor class

  • hidden_in_game (bool): [Read-Write] Hidden in Game: Whether to hide the primitive in game, if the primitive is Visible.

  • is_editor_only (bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor builds

  • mobility (ComponentMobility): [Read-Write] Mobility: How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivated

  • physics_volume_changed_delegate (PhysicsVolumeChanged): [Read-Write] Physics Volume Changed Delegate: Delegate that will be called when PhysicsVolume has been changed *

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Component

  • relative_location (Vector): [Read-Write] Relative Location: Location of the component relative to its parent

  • relative_rotation (Rotator): [Read-Write] Relative Rotation: Rotation of the component relative to its parent

  • relative_scale3d (Vector): [Read-Write] Relative Scale 3D: Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)

  • replicates (bool): [Read-Write] Replicates: Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

  • should_update_physics_volume (bool): [Read-Write] Should Update Physics Volume: Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()

  • use_attach_parent_bound (bool): [Read-Write] Use Attach Parent Bound: If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.

  • visible (bool): [Read-Write] Visible: Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.