ULevelEditorSubsystem

[ULevelEditorSubsystem](API\Editor\LevelEditor\ULevelEditorSubsystem) Subsystem for exposing Level Editor related functionality to scripts

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Inheritance Hierarchy

References

Module

LevelEditor

Header

/Engine/Source/Editor/LevelEditor/Public/LevelEditorSubsystem.h

Include

#include "LevelEditorSubsystem.h"

Syntax

class ULevelEditorSubsystem : public UEditorSubsystem

Remarks

ULevelEditorSubsystem Subsystem for exposing Level Editor related functionality to scripts

Functions

Name Description

Public function

bool

 

EditorGetGameView

(
    FName ViewportConfigKey
)

Public function

void

 

EditorInvalidateViewports()

Public function

void

 

EditorPlaySimulate()

Public function

void

 

EditorRequestEndPlay()

Public function

void

 

EditorSetGameView

(
    bool bGameView,
    FName ViewportConfigKey
)

Public function

void

 

EjectPilotLevelActor

(
    FName ViewportConfigKey
)

Public function

void

 

ExtendQuickActionMenu()

Public function

FName

 

GetActiveViewportConfigKey()

Public function

bool

 

GetAllowsCinematicControl

(
    FName ViewportConfigKey
)

Public function

ULevel *

 

GetCurrentLevel()

Get the current level used by the world editor.

Public function

FEditorModeT...

 

GetLevelEditorModeManager()

Gets the global level editor mode manager, if we have one.

Public function

UTypedElemen...

 

GetSelectionSet()

Get the level Editor typed element selection set for the current world

Public function

TArray< FNam...

 

GetViewportConfigKeys()

Public function Const

bool

 

IsInPlayInEditor()

Public function

bool

 

LoadLevel

(
    const FString& AssetPath
)

Close the current Persistent Level (without saving it). Loads the specified level.

Public function

bool

 

NewLevel

(
    const FString& AssetPath
)

Close the current Persistent Level (without saving it).

Public function

bool

 

NewLevelFromTemplate

(
    const FString& AssetPath,
    const FString& TemplateAssetPath
)

Close the current Persistent Level (without saving it).

Public function

void

 

PilotLevelActor

(
    const FToolMenuContext& InContext
)

Public function

void

 

PilotLevelActor

(
    AActor* ActorToPilot,
    FName ViewportConfigKey
)

Public function

bool

 

SaveAllDirtyLevels()

Saves all Level currently loaded by the World Editor.

Public function

bool

 

SaveCurrentLevel()

Saves the specified Level. Must already be saved at lease once to have a valid path.

Public function

void

 

SetAllowsCinematicControl

(
    bool bAllow,
    FName ViewportConfigKey
)

Public function

bool

 

SetCurrentLevelByName

(
    FName LevelName
)

Set the current level used by the world editor.

Overridden from USubsystem

Name Description

Public function Virtual

void

 

Deinitialize()

Implement this for deinitialization of instances of the system

Public function Virtual

void

 

Initialize

(
    FSubsystemCollectionBase& Collecti...
)

Implement this for initialization of instances of the system