unreal.Level

class unreal.Level(outer: Optional[Object] = None, name: Union[Name, str] = 'None')

Bases: Object

A Level is a collection of Actors (lights, volumes, mesh instances etc.). Multiple Levels can be loaded and unloaded into the World to create a streaming experience. see: https://docs.unrealengine.com/latest/INT/Engine/Levels see: UActor

C++ Source:

  • Module: Engine

  • File: Level.h

Editor Properties: (see get_editor_property/set_editor_property)

  • level_partition (LevelPartitionInterface): [Read-Write] Level Partition: Level partition, if any

  • lightmap_total_size (float): [Read-Only] Lightmap Total Size: Total number of KB used for lightmap textures in the level.

  • shadowmap_total_size (float): [Read-Only] Shadowmap Total Size: Total number of KB used for shadowmap textures in the level.

  • use_actor_folders (bool): [Read-Write] Use Actor Folders: Use actor folder objects, actor folders of this level will be persistent in their own object.

  • use_external_actors (bool): [Read-Write] Use External Actors: Use external actors, new actor spawned in this level will be external and existing external actors will be loaded on load.