unreal.LevelStreamingDynamic
¶
- class unreal.LevelStreamingDynamic(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
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 startupinitially_visible
(bool): [Read-Write] Initially Visible: Whether the level should be visible at startup if it is loadedis_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 = -1level_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 no longer visible, may not be removed from world yeton_level_loaded
(LevelStreamingLoadedStatus): [Read-Write] On Level Loaded: Called when level is streamed inon_level_shown
(LevelStreamingVisibilityStatus): [Read-Write] On Level Shown: Called when level is added to the world and is visibleon_level_unloaded
(LevelStreamingLoadedStatus): [Read-Write] On Level Unloaded: Called when level is streamed outshould_be_loaded
(bool): [Read-Write] Should be Loaded: Whether the level should be loadedshould_be_visible
(bool): [Read-Write] Should be Visible: Whether the level should be visible if it is loadedshould_block_on_load
(bool): [Read-Write] Should Block on Load: Whether we want to force a blocking loadshould_block_on_unload
(bool): [Read-Write] Should Block on Unload: Whether we want to force a blocking unloadstreaming_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:
- 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