unreal.LevelStreamingDynamic

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

Bases: unreal.LevelStreaming

Level Streaming Dynamic

C++ Source:

  • Module: Engine

  • File: LevelStreamingDynamic.h

Editor Properties: (see get_editor_property/set_editor_property)

  • disable_distance_streaming (bool): [Read-Write] Disable Distance Streaming: 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] Draw on Level Status Map: If true, will be drawn on the ‘level streaming status’ map (STAT LEVELMAP console command)

  • editor_streaming_volumes (Array(LevelStreamingVolume)): [Read-Write] Editor Streaming Volumes: The level streaming volumes bound to this level.

  • initially_loaded (bool): [Read-Write] Initially Loaded: Whether the level should be loaded at startup

  • initially_visible (bool): [Read-Write] Initially Visible: Whether the level should be visible at startup if it is loaded

  • is_static (bool): [Read-Write] Is Static: 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] Level Color: The level color used for visualization. (Show -> Advanced -> Level Coloration)

  • level_lod_index (int32): [Read-Write] Level LODIndex: Requested LOD. Non LOD sub-levels have Index = -1

  • level_transform (Transform): [Read-Write] Level Transform: Transform applied to actors after loading.

  • min_time_between_volume_unload_requests (float): [Read-Write] Min Time Between Volume Unload Requests: Cooldown time in seconds between volume-based unload requests. Used in preventing spurious unload requests.

  • on_level_hidden (LevelStreamingVisibilityStatus): [Read-Write] On Level Hidden: Called when level is removed from the world

  • on_level_loaded (LevelStreamingLoadedStatus): [Read-Write] On Level Loaded: Called when level is streamed in

  • on_level_shown (LevelStreamingVisibilityStatus): [Read-Write] On Level Shown: Called when level is added to the world

  • on_level_unloaded (LevelStreamingLoadedStatus): [Read-Write] On Level Unloaded: Called when level is streamed out

  • should_be_loaded (bool): [Read-Write] Should be Loaded: Whether the level should be loaded

  • should_be_visible (bool): [Read-Write] Should be Visible: Whether the level should be visible if it is loaded

  • should_block_on_load (bool): [Read-Write] Should Block on Load: Whether we want to force a blocking load

  • should_block_on_unload (bool): [Read-Write] Should Block on Unload: Whether we want to force a blocking unload

  • streaming_priority (int32): [Read-Write] Streaming Priority: 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] World Asset: 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="", optional_level_streaming_class=None, load_as_temp_package=False) -> (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)

Parameters
  • 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.

  • optional_level_streaming_class (type(Class)) – If set, the level streaming class will be used instead of ULevelStreamingDynamic

  • load_as_temp_package (bool) – If set, package path is prefixed by /Temp

Returns

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

bool

classmethod load_level_instance_by_soft_object_ptr(world_context_object, level, location, rotation, optional_level_name_override="", optional_level_streaming_class=None, load_as_temp_package=False) -> (LevelStreamingDynamic, out_success=bool)

Load Level Instance by Soft Object Ptr

Parameters
  • world_context_object (Object) –

  • level (World) –

  • location (Vector) –

  • rotation (Rotator) –

  • optional_level_name_override (str) –

  • optional_level_streaming_class (type(Class)) –

  • load_as_temp_package (bool) –

Returns

out_success (bool):

Return type

bool