ULevel

The level object.

Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Engine/Level.h

Include

#include "Engine/Level.h"

Syntax

class ULevel :
    public UObject,
    public IInterface_AssetUserData,
    public ITextureStreamingContainer

Remarks

The level object. Contains the level's actor list, BSP information, and brush list. Every Level has a World as its Outer and can be used as the PersistentLevel, however, when a Level has been streamed in the OwningWorld represents the World that it is a part of. 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.

Variables

Name Description

Public variable

TObjectPtr< ULe...

 

ActorCluster

Public variable

EActorPackaging...

 

ActorPackagingScheme

Public variable

TArray< AActor ...

 

Actors

Array of all actors in this level, used by FActorIteratorBase and derived classes

Public variable

TArray< AActor ...

 

ActorsForGC

Array of actors to be exposed to GC in this level.

Public variable

TMap< FName, TO...

 

ActorsModifiedForPIE

List of modified, unsaved actors that needs to be duplicated for PIE

Protected variable

TArray< TObject...

 

AssetUserData

Array of user data stored with the asset

Public variable

uint8: 1

 

bActorClusterCreated

Whether the level had its actor cluster created.

Public variable

uint8: 1

 

bAlreadyAssociatedStreamableResources

Whether we already associated streamable resources.

Public variable

uint8: 1

 

bAlreadyClearedActorsSeamlessTravelFlag

Whether we already cleared AActor::bActorSeamlessTraveled.

Public variable

uint8: 1

 

bAlreadyInitializedNetworkActors

Whether we already initialized network actors.

Public variable

uint8: 1

 

bAlreadyMovedActors

The below variables are used temporarily while making a level visible.

Public variable

uint8: 1

 

bAlreadyShiftedActors

Whether we already shift actors positions according to world composition.

Public variable

uint8: 1

 

bAlreadySortedActorList

Whether we already sorted the actor list.

Public variable

uint8: 1

 

bAlreadyUpdatedComponents

Whether we already updated components.

Public variable

uint8: 1

 

bAreComponentsCurrentlyRegistered

Whether components are currently registered or not.

Public variable

uint8: 1

 

bClientOnlyVisible

Whether this level is specific to client, visibility state will not be replicated to server

Public variable

uint8: 1

 

bContainsStableActorGUIDs

Whether the level has been saved after introducing actor GUIDs

Public variable

uint8: 1

 

bFixupActorFoldersAtLoad

Whether the level should call FixupActorFolders on its actors when loading the level/actors (only used when level is using actor folder objects)

Public variable

uint8: 1

 

bGeometryDirtyForLighting

Whether the geometry needs to be rebuilt for correct lighting

Public variable

uint8: 1

 

bHasCurrentActorCalledPreRegister

Whether the actor referenced by CurrentActorIndexForUpdateComponents has called PreRegisterAllComponents

Public variable

uint8: 1

 

bHasRerunConstructionScripts

Whether this level has gone through a complete rerun construction script pass.

Public variable

uint8: 1

 

bIsAssociatingLevel

Whether this level is in the process of being associated with its world (i.e. we are within AddToWorld for this level

Public variable

uint8: 1

 

bIsBeingRemoved

Whether the level is currently being removed from the world

Public variable

uint8: 1

 

bIsDisassociatingLevel

Whether this level is in the process of being disassociated with its world (i.e. we are within RemoveFromWorld for this level

Public variable

uint8: 1

 

bIsLightingScenario

Whether the level is a lighting scenario.

Public variable

uint8: 1

 

bIsPartitioned

Whether the level is partitioned or not.

Public variable

uint8: 1

 

bIsVisible

Whether the level is currently visible/ associated with the world.

Public variable

uint8: 1

 

bLocked

Whether this level is locked; that is, its actors are read-only Used by WorldBrowser to lock a level when corresponding ULevelStreaming does not exist

Public variable

bool

 

bPromptWhenAddingToLevelBeforeCheckout

Public variable

bool

 

bPromptWhenAddingToLevelOutsideBounds

Public variable

uint8: 1

 

bRequireFullVisibilityToRender

Whether this level should be fully added to the world before rendering its components

Public variable

uint8: 1

 

bStaticComponentsRegisteredInStreamingManager

Whether the level has finished registering all static components in the streaming manager.

Public variable

uint8: 1

 

bTextureStreamingRotationChanged

Whether a level transform rotation was applied since the texture streaming builds.

Public variable

bool

 

bUseExternalActors

Use external actors, new actor spawned in this level will be external and existing external actors will be loaded on load.

Public variable

uint8: 1

 

bWasDuplicated

Whether this level was duplicated

Public variable

uint8: 1

 

bWasDuplicatedForPIE

Whether this level was duplicated for PIE

Public variable

int32

 

CurrentActorIndexForIncrementalUpdate

Current index into actors array for updating components.

Public variable

int32

 

CurrentActorIndexForUnregisterComponents

Current index into actors array for updating components.

Public variable

std::atomic< ui...

 

FixupOverrideVertexColorsCount

Public variable

std::atomic< ui...

 

FixupOverrideVertexColorsTimeMS

Public variable

EIncrementalCom...

 

IncrementalComponentState

The current stage for incrementally updating actor components in the level

Public variable

TWeakObjectPtr<...

 

InstancedFoliageActor

Cached pointer to Foliage actor

Public variable

TWeakObjectPtr<...

 

LevelBoundsActor

Actor which defines level logical bounding box

Public variable

FGuid

 

LevelBuildDataId

Identifies map build data specific to this level, eg lighting volume samples.

Public variable

FLinearColor

 

LevelColor

The level color used for visualization.

Public variable

TObjectPtr< cla...

 

LevelScriptActor

The level scripting actor, created by instantiating the class from LevelScriptBlueprint.

Public variable

TObjectPtr< cla...

 

LevelScriptBlueprint

Reference to the blueprint for level scripting

Public variable

FLevelSimplific...

 

LevelSimplification

Level simplification settings for each LOD

Public variable

FIntVector

 

LightBuildLevelOffset

Level offset at time when lighting was built

Public variable

float

 

LightmapTotalSize

Total number of KB used for lightmap textures in the level.

Public variable

TObjectPtr< UMa...

 

MapBuildData

Registry for data from the map build.

Public variable

TObjectPtr< cla...

 

Model

BSP UModel.

Public variable

TArray< TObject...

 

ModelComponents

BSP Model components used for rendering.

Public variable

TArray< TObject...

 

NavDataChunks

Navigation related data that can be stored per level

Public variable

TObjectPtr< cla...

 

NavListEnd

Public variable

TObjectPtr< cla...

 

NavListStart

Start and end of the navigation list for this level, used for quickly fixing up when streaming this level in/out.

Public variable

int32

 

NumTextureStreamingDirtyResources

Num of resources that have changed since the last texture streaming build. Updated in map check.

Public variable

int32

 

NumTextureStreamingUnbuiltComponents

Num of components missing valid texture streaming data. Updated in map check.

Public variable

FLevelTransform...

 

OnApplyLevelTransform

Public variable

FLevelCleanupEv...

 

OnCleanupLevel

Public variable

FLoadedActorAdd...

 

OnLoadedActorAddedToLevelEvent

Public variable

FLoadedActorRem...

 

OnLoadedActorRemovedFromLevelEvent

Public variable

TObjectPtr< UWo...

 

OwningWorld

The World that has this level in its Levels array.

Public variable

uint32

 

PackedTextureStreamingQualityLevelFeatureLevel

Packed quality level and feature level used when building texture streaming data.

Public variable

AActor *

 

PlayFromHereActor

Public variable

FPrecomputedLig...

 

PrecomputedLightVolume

The precomputed light information for this level.

Public variable

FPrecomputedVis...

 

PrecomputedVisibilityHandler

Contains precomputed visibility data for this level.

Public variable

FPrecomputedVol...

 

PrecomputedVolumeDistanceField

Precomputed volume distance field for this level.

Public variable

FPrecomputedVol...

 

PrecomputedVolumetricLightmap

The volumetric lightmap data for this level.

Public variable

FRenderCommandF...

 

RemoveFromSceneFence

Fence used to track when the rendering thread has finished referencing this ULevel's resources.

Public variable

float

 

ShadowmapTotalSize

Total number of KB used for shadowmap textures in the level.

Public variable

TArray< FVector...

 

StaticNavigableGeometry

Threes of triangle vertices - AABB filtering friendly.

Public variable

TArray< FGuid >

 

StreamingTextureGuids

The Guid of each streamable texture refered by FStreamingTextureBuildInfo::TextureLevelIndex

Public variable

TArray< FName >

 

StreamingTextures

The name of each streamable texture referred by FStreamingTextureBuildInfo::TextureLevelIndex

Public variable

TArray< FGuid >

 

TextureStreamingResourceGuids

The Guid list of all materials and meshes Guid used in the last texture streaming build.

Public variable

FTickTaskLevel ...

 

TickTaskLevel

Data structures for holding the tick functions

Public variable

FURL

 

URL

URL associated with this level.

Constructors

Name Description

Public function

ULevel

(
    const FObjectInitializer& ObjectIn...
)

Public function

ULevel

(
    FVTableHelper& Helper
)

DO NOT USE. This constructor is for internal usage only for hot-reload purposes.

Destructors

Name Description

Public function

~ULevel()

Functions

Name Description

Public function

void

 

AddLoadedActor

(
    AActor* Actor,
    const FTransform* TransformToA...
)

Add a dynamically loaded actor to this level, as if it was part of the original map load process.

Public function

void

 

AddLoadedActors

(
    const TArray< AActor* >& Acto...,
    const FTransform* TransformToA...
)

Add a dynamically loaded actor to this level, as if it was part of the original map load process.

Public function Static

void

 

AddReferencedObjects

(
    UObject* InThis,
    FReferenceCollector& Collector
)

Public function

void

 

ApplyWorldOffset

(
    const FVector& InWorldOffset,
    bool bWorldShift
)

Shift level actors by specified offset The offset vector will get subtracted from all actors positions and corresponding data structures

Public function

void

 

BroadcastLevelBoundsActorUpdated()

Broadcasts that Level bounds actor has been updated

Public function Static

void

 

BuildStreamingData

(
    UWorld* World,
    ULevel* TargetLevel,
    UTexture2D* TargetTexture
)

Rebuilds static streaming data for all levels in the specified UWorld.

Public function

void

 

CleanupDeletedAndUnreferencedActorFolders()

Deletes all actor folders marked as deleted and unreferenced by neither an actor nor another actor folder

Public function

void

 

CleanupLevel

(
    bool bCleanupResources,
    bool bUnloadFromEditor
)

Flag this level instance for destruction.

Public function

void

 

CleanupLevelScriptBlueprint()

Nulls certain references related to the LevelScriptBlueprint.

Public function

void

 

CleanupReferences()

Cleans all references from and to this level that may be preventing it from being Garbage Collected

Public function

void

 

ClearActorsSeamlessTraveledFlag()

Public function

void

 

ClearLevelComponents()

Clears all components of actors associated with this level (aka in Actors array) and also the BSP model components.

Public function

void

 

CommitModelSurfaces()

Commits changes made to the UModel's surfaces.

Public function

void

 

ConvertAllActorsToPackaging

(
    bool bExternal
)

Convert this level actors to the specified loading strategy

Public function Static

UPackage ...

 

CreateActorPackage

(
    UPackage* InLevelPackage,
    EActorPackagingScheme ActorPackagin...,
    const FString& InActorPath
)

Create an package for this actor

Public function Const

UPackage ...

 

CreateMapBuildDataPackage()

Public function

void

 

CreateModelComponents()

Called to create ModelComponents for BSP rendering

Public function

void

 

CreateOrUpdateActorFolders()

Updates all actors/folders that refer to folders marked as deleted, reparent to valid folder, deletes folders marked as deleted.

Public function

void

 

CreateReplicatedDestructionInfo

(
    AActor*const Actor
)

Populate an entry for Actor in the DestroyedReplicatedStaticActors list

Public function

void

 

DetachAttachAllActorsPackages

(
    bool bReattach
)

Detach or reattach all level actors to from/to their external package

Public function

void

 

FixupForPIE

(
    int32 PIEInstanceID,
    TFunctionRef< void(int32, FSoftObje...
)

Call on a level that was loaded from disk instead of PIE-duplicating, to fixup actor references

Public function

void

 

FixupForPIE

(
    int32 PIEInstanceID
)

Call on a level that was loaded from disk instead of PIE-duplicating, to fixup actor references

Public function

void

 

ForEachActorFolder

(
    TFunctionRef< bool(UActorFolder...,
    bool bSkipDeleted
)

Iterates on all valid level actor folders.

Public function Const

UActorFolder...

 

GetActorFolder

(
    const FGuid& InGuid,
    bool bSkipDeleted
)

Finds the level actor folder by its guid. Returns null if not found.

Public function Const

UActorFolder...

 

GetActorFolder

(
    const FName& InPath
)

Finds the level actor folder by its path. Returns null if not found.

Public function Static

FString

 

GetActorPackageName

(
    const FString& InBaseDir,
    EActorPackagingScheme ActorPackagin...,
    const FString& InActorPath
)

Get the package name for this actor

Public function Static

FString

 

GetActorPackageName

(
    UPackage* InLevelPackage,
    EActorPackagingScheme ActorPackagin...,
    const FString& InActorPath
)

Get the package name for this actor

Public function Const

EActorPackag...

 

GetActorPackagingScheme()

Returns the level's actor packaging scheme

Public function Static

EActorPackag...

 

GetActorPackagingSchemeFromActorPackageName

(
    const FStringView InActorPackageNam...
)

Extract the packaging Scheme used by an external actor package based on the name of the package

Public function Const

FLevelCollec...

 

GetCachedLevelCollection()

Returns the cached collection that contains this level, if any. May be null.

Public function Const

ABrush *

 

GetDefaultBrush()

Returns the default brush for this level.

Public function Const

const TArray...

 

GetDestroyedReplicatedStaticActors()

Public function Static

FString

 

GetExternalActorPackageInstanceName

(
    const FString& LevelPackageName,
    const FString& ActorPackageName
)

Get a properly formated external actor package instance name for this level package to be used in FLinkerInstancingContext

Public function Static

const TCHAR ...

 

GetExternalActorsFolderName()

Get the folder name from which all external actors paths are created

Public function Static

FString

 

GetExternalActorsPath

(
    UPackage* InLevelPackage,
    const FString& InPackageShortName
)

Get the folder containing the external actors for this level

Public function Static

FString

 

GetExternalActorsPath

(
    const FString& InLevelPackageName,
    const FString& InPackageShortName
)

Get the folder containing the external actors for this level path

Public function Static

TArray< FStr...

 

GetExternalObjectsPaths

(
    const FString& InLevelPackageName,
    const FString& InPackageShortName
)

Get the folders containing the external objects for this level path

Public function Static

bool

 

GetIsLevelPartitionedFromAsset

(
    const FAssetData& Asset
)

Public function Static

bool

 

GetIsLevelPartitionedFromPackage

(
    FName LevelPackage
)

Public function Static

bool

 

GetIsLevelUsingExternalActorsFromAsset

(
    const FAssetData& Asset
)

Public function Static

bool

 

GetIsLevelUsingExternalActorsFromPackage

(
    FName LevelPackage
)

Public function Static

bool

 

GetIsStreamingDisabledFromAsset

(
    const FAssetData& Asset
)

Public function Static

bool

 

GetIsStreamingDisabledFromPackage

(
    FName LevelPackage
)

Public function Static

bool

 

GetIsUsingActorFoldersFromAsset

(
    const FAssetData& Asset
)

Public function Static

bool

 

GetIsUsingActorFoldersFromPackage

(
    FName LevelPackage
)

Public function Static

bool

 

GetLevelBoundsFromAsset

(
    const FAssetData& Asset,
    FBox& OutLevelBounds
)

Public function Static

bool

 

GetLevelBoundsFromPackage

(
    FName LevelPackage,
    FBox& OutLevelBounds
)

Public function Static

FVector

 

GetLevelInstancePivotOffsetFromAsset

(
    const FAssetData& Asset
)

Public function Static

FVector

 

GetLevelInstancePivotOffsetFromPackage

(
    FName LevelPackage
)

Public function Const

const ILevel...

 

GetLevelPartition()

Get the level partition assigned to this level, if any

Public function

ILevelPartit...

 

GetLevelPartition()

Get the level partition assigned to this level, if any

Public function Const

ALevelScript...

 

GetLevelScriptActor()

Returns the level scripting actor associated with this level

Public function

ULevelScript...

 

GetLevelScriptBlueprint

(
    bool bDontCreate
)

Grabs a reference to the level scripting blueprint for this level.

Public function Static

bool

 

GetLevelScriptExternalActorsReferencesFromAsset

(
    const FAssetData& Asset,
    TArray< FGuid >& OutLevelScriptExt...
)

Public function Static

bool

 

GetLevelScriptExternalActorsReferencesFromPackage

(
    FName LevelPackage,
    TArray< FGuid >& OutLevelScriptExt...
)

Public function Const

TArray< UPac...

 

GetLoadedExternalObjectPackages()

Get the list of (loaded) external object packages (actors/folders) associated with this level

Public function Const

TArray< FStr...

 

GetOnDiskExternalActorPackages

(
    bool bTryUsingPackageLoadedPath
)

Get the list of (on disk) external actor packages associated with this level

Public function Static

TArray< FStr...

 

GetOnDiskExternalActorPackages

(
    const FString& ExternalActorsPath
)

Get the list of (on disk) external actor packages associated with this external actors path

Public function

UMapBuildDat...

 

GetOrCreateMapBuildData()

Public function Static

bool

 

GetPartitionedLevelCanBeUsedByLevelInstanceFromAsset

(
    const FAssetData& Asset
)

Public function Static

bool

 

GetPartitionedLevelCanBeUsedByLevelInstanceFromPackage

(
    FName LevelPackage
)

Public function Const

bool

 

GetPromptWhenAddingToLevelBeforeCheckout()

Public function Const

bool

 

GetPromptWhenAddingToLevelOutsideBounds()

Public function Const

TArray< FVec...

 

GetStaticNavigableGeometry()

Public function Virtual Const

UWorld *

 

GetWorld()

Public function Const

AWorldDataLa...

 

GetWorldDataLayers()

Returns the world data layers info for this level.

Public function Const

UWorldPartit...

 

GetWorldPartition()

Returns the UWorldPartition for this level.

Public function Const

const IWorld...

 

GetWorldPartitionRuntimeCell()

Returns the RuntimeCell associated with this Level if it is a level representing a cell of a WorldPartition World.

Public function Const

AWorldSettin...

 

GetWorldSettings

(
    bool bChecked
)

Returns the world info for this level.

Public function

void

 

HandleLegacyMapBuildData()

Creates UMapBuildDataRegistry entries for legacy lightmaps from components loaded for this level.

Public function

bool

 

HasAnyActorsOfType

(
    UClass* SearchType
)

Utility searches this level's actor list for any actors of the specified type.

Public function

bool

 

HasStaticMeshCompilationPending()

Returns true if the level contains static meshes that have not finished compiling yet.

Public function Const

bool

 

HasVisibilityChangeRequestPending()

Whether the level is currently pending being made invisible or visible.

Public function

bool

 

IncrementalUnregisterComponents

(
    int32 NumComponentsToUnregister
)

Incrementally unregisters all components of actors associated with this level.

Public function

void

 

IncrementalUpdateComponents

(
    int32 NumComponentsToUpdate,
    bool bRerunConstructionScripts,
    FRegisterComponentContext* Con...
)

Incrementally updates all components of actors associated with this level.

Public function

void

 

Initialize

(
    const FURL& InURL
)

Constructor.

Public function

void

 

InitializeNetworkActors()

Handles network initialization for actors in this level

Public function

void

 

InitializeRenderingResources()

Initializes rendering resources for this level.

Public function

void

 

InvalidateModelGeometry()

Invalidates the cached data used to render the level's UModel.

Public function

void

 

InvalidateModelSurface()

Discards the cached data used to render the level's UModel.

Public function Const

bool

 

IsCurrentLevel()

Is this the current level in the world it is owned by

Public function Const

bool

 

IsFinishedRouteActorInitialization()

Returns whether the level has completed routing actor initialization.

Public function Const

bool

 

IsInstancedLevel()

Is this a level instance

Public function Static

bool

 

IsNetActor

(
    const AActor* Actor
)

Used internally to determine which actors should go on the world's NetworkActor list.

Public function Const

bool

 

IsPartitionedLevel()

Returns true if the current level is a partitioned level

Public function Const

bool

 

IsPartitionSubLevel()

Returns true if the current level is a sublevel (managed by a parent partitioned level)

Public function Const

bool

 

IsPersistentLevel()

Is this the persistent level

Public function Const

bool

 

IsUsingActorFolders()

Returns true if the level uses actor folders mode.

Public function Const

bool

 

IsUsingExternalActors()

Returns true if the level uses external actors mode.

Public function Const

bool

 

IsUsingExternalObjects()

Returns true if the level uses external objects.

Public function Const

bool

 

IsWorldPartitionRuntimeCell()

Returns if the level is a cell from a WorldPartition World.

Public function

FLevelBounds...

 

LevelBoundsActorUpdated()

Public function

void

 

MarkLevelBoundsDirty()

Marks level bounds as dirty so they will be recalculated

Public function

void

 

MarkLevelComponentsRenderStateDirty()

Marks all level components render state as dirty

Public function

void

 

OnApplyNewLightingData

(
    bool bLightingSuccessful
)

Called after lighting was built and data gets propagated to this level

Public function

void

 

OnLevelLoaded()

Called when level is loaded.

Public function

void

 

OnLevelScriptBlueprintChanged

(
    ULevelScriptBlueprint* InBluep...
)

Called when the level script blueprint has been successfully changed and compiled.

Public function

void

 

PushPendingAutoReceiveInput

(
    APlayerController* PC
)

Push any pending auto receive input actor's input components on to the player controller's input stack

Public function

void

 

RebuildStaticNavigableGeometry()

Meant to be called only from editor, calculating and storing static geometry to be used with off-line and/or on-line navigation building

Public function

void

 

RegisterActorForAutoReceiveInput

(
    AActor* Actor,
    const int32 PlayerIndex
)

Register an actor that should be added to a player's input stack when they are created

Public function

uint16

 

RegisterStreamableTexture

(
    const FString& InTextureName,
    const FGuid& InTextureGuid
)

Public function

void

 

ReleaseRenderingResources()

Releases rendering resources for this level.

Public function

void

 

RemoveLoadedActor

(
    AActor* Actor,
    const FTransform* TransformToR...
)

Remove a dynamically loaded actor from this level.

Public function

void

 

RemoveLoadedActors

(
    const TArray< AActor* >& Acto...,
    const FTransform* TransformToR...
)

Remove a dynamically loaded actor from this level.

Public function

void

 

ResetNavList()

Resets the level nav list.

Public function

void

 

ResetRouteActorInitializationState()

Method for resetting routing actor initialization for the next time this level is streamed.

Public function

void

 

RouteActorInitialize

(
    int32 NumActorsToProcess
)

Routes pre and post initialize to actors and also sets volumes.

Public function Static

void

 

ScanLevelAssets

(
    const FString& InLevelPackageName
)

Scans/Updates all Level Assets (level package and external packages)

Public function

void

 

SetCachedLevelCollection

(
    FLevelCollection*const InCache...
)

Sets the cached level collection that contains this level.

Public function

void

 

SetLevelPartition

(
    ILevelPartitionInterface* Leve...
)

Assign a level partition to this level

Public function

void

 

SetLightingScenario

(
    bool bNewIsLightingScenario
)

Sets whether this level is a lighting scenario and handles propagating the change.

Public function

void

 

SetPartitionSubLevel

(
    ULevel* SubLevel
)

Setup the provided sublevel so that it is handled by this level's partition

Public function

bool

 

SetUseActorFolders

(
    bool bEnabled,
    bool bInteractive
)

Sets if the level uses actor folders mode or not. Returns true if succeeded.

Public function

void

 

SetUseExternalActors

(
    bool bEnable
)

Sets if the level uses external actors mode or not.

Public function

void

 

SetWorldDataLayers

(
    AWorldDataLayers* NewWorldData...
)

Public function

void

 

SetWorldSettings

(
    AWorldSettings* NewWorldSettin...
)

Public function Const

bool

 

ShouldCreateNewExternalActors()

Returns true if the level wants newly spawned actors to be external

Public function

void

 

SortActorList()

Sorts the actor list by net relevancy and static behaviour.

Public function

void

 

UpdateLevelComponents

(
    bool bRerunConstructionScripts,
    FRegisterComponentContext* Con...
)

Updates all components of actors associated with this level (aka in Actors array) and creates the BSP model components.

Public function

void

 

UpdateModelComponents()

Updates the model components associated with this level

Overridden from UObject

Name Description

Public function Virtual

void

 

BeginCacheForCookedPlatformData

(
    const ITargetPlatform* TargetP...
)

Starts caching of platform specific data for the target platform Called when cooking before serialization so that object can prepare platform specific data Not called during normal loading of objects

Public function Virtual

void

 

BeginDestroy()

Called before destroying the object.

Public function Virtual Const

bool

 

CanEditChange

(
    const FProperty* InProperty
)

Called by the editor to query whether a property of this object is allowed to be modified.

Public function Virtual

void

 

FinishDestroy()

Called to finish destroying the object.

Public function Virtual Const

bool

 

IsNameStableForNetworking()

IsNameStableForNetworking means an object can be referred to its path name (relative to outer) over the network

Public function Virtual

bool

 

IsReadyForFinishDestroy()

Called to check if the object is ready for FinishDestroy.

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

void

 

PostEditUndo()

Called after applying a transaction to the object.

Public function Virtual

void

 

PostInitProperties()

Called after the C++ constructor and after the properties have been initialized, including those loaded from config.

Public function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.

Public function Virtual

void

 

PreDuplicate

(
    FObjectDuplicationParameters& DupP...
)

Called before duplication.

Public function Virtual

void

 

PreEditUndo()

Called before applying a transaction to the object.

Public function Virtual

void

 

PreSave

(
    FObjectPreSaveContext SaveContext
)

Presave function.

Public function Virtual

bool

 

ResolveSubobject

(
    const TCHAR* SubObjectPath,
    UObject*& OutObject,
    bool bLoadIfExists
)

Called to defer loading a subobject to its top-level container object.

Public function Virtual

void

 

Serialize

(
    FArchive& Ar
)

Handles reading, writing, and reference collecting using FArchive.

Overridden from UObjectBaseUtility

Name Description

Public function Virtual Const

bool

 

CanBeClusterRoot()

Called after load to determine if the object can be a cluster root

Public function Virtual

void

 

CreateCluster()

Called after PostLoad to create UObject cluster

Overridden from IInterface_AssetUserData

Name Description

Public function Virtual

void

 

AddAssetUserData

(
    UAssetUserData* InUserData
)

Public function Virtual

UAssetUserDa...

 

GetAssetUserDataOfClass

(
    TSubclassOf< UAssetUserData > InUse...
)

Public function Virtual

void

 

RemoveUserDataOfClass

(
    TSubclassOf< UAssetUserData > InUse...
)

Overridden from ITextureStreamingContainer

Name Description

Public function Virtual

void

 

InitializeTextureStreamingContainer

(
    uint32 InPackedTextureStreamingQual...
)

Public function Virtual

uint16

 

RegisterStreamableTexture

(
    UTexture* InTexture
)

Classes

Name

Description

Public class

FLevelBoundsActorUpdatedEvent

Called when Level bounds actor has been updated

Public class

FLoadedActorAddedToLevelEvent

Called when dynamically loaded actor is added to this level

Public class

FLoadedActorRemovedFromLevelEvent

Called when dynamically loaded actor is removed from this level

Enums

Typedefs

Name

Description

FLevelCleanupEvent

FLevelTransformEvent

Event on level transform changes.

Constants

Name

Description

DontLoadExternalObjectsTag

LevelDirtiedEvent

Called when a level package has been dirtied.

LoadAllExternalObjectsTag

StreamedLevelsOwningWorld

Set before calling LoadPackage for a streaming level to ensure that OwningWorld is correct on the Level

Deprecated Functions

Name Description

Public function Const

TArray< clas...

 

GetLevelBlueprints()

This function is deprecated, we only support having a single level script blueprint. Use GetLevelScriptBlueprint instead.

Public function Virtual

PRAGMA_DISAB...

 

PreSave

(
    const ITargetPlatform* TargetP...
)

Use version that takes FObjectPreSaveContext instead.

See Also

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