unreal.EditorLevelUtils
¶
- class unreal.EditorLevelUtils(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
Object
Editor Level Utils
C++ Source:
Module: UnrealEd
File: EditorLevelUtils.h
- classmethod add_level_to_world(world, level_package_name, level_streaming_class) LevelStreaming ¶
Adds the named level package to the world. Does nothing if the level already exists in the world.
- Parameters:
- Returns:
The new level, or NULL if the level couldn’t added.
- Return type:
- classmethod add_level_to_world_with_transform(world, level_package_name, level_streaming_class, level_transform) LevelStreaming ¶
Adds the named level package to the world at the given position. Does nothing if the level already exists in the world.
- Parameters:
- Returns:
The new level, or NULL if the level couldn’t added.
- Return type:
- classmethod create_new_streaming_level(level_streaming_class, new_level_path='', move_selected_actors_into_new_level=False) LevelStreaming ¶
Creates a new streaming level in the current world
- Parameters:
level_streaming_class (type(Class)) – The streaming class type instead to use for the level.
new_level_path (str) – Optional path to the level package path format (“e.g /Game/MyLevel”). If empty, the user will be prompted during the save process.
move_selected_actors_into_new_level (bool) – If true, move any selected actors into the new level.
- Returns:
Returns the newly created level, or NULL on failure
- Return type:
- classmethod make_level_current(streaming_level) None ¶
Makes the specified streaming level the current level for editing. The current level is where actors are spawned to when calling SpawnActor
- Parameters:
streaming_level (LevelStreaming) –
- classmethod move_actors_to_level(actors_to_move, dest_streaming_level, warn_about_references=True, warn_about_renaming=True) int32 ¶
Moves the specified list of actors to the specified streaming level. The new actors will be selected
- Parameters:
dest_streaming_level (LevelStreaming) – The destination streaming level of the current world to move the actors to
warn_about_references (bool) – Whether or not to show a modal warning about referenced actors that may no longer function after being moved
warn_about_renaming (bool) –
- Returns:
The number of actors that were successfully moved to the new level
- Return type:
int32
- classmethod move_selected_actors_to_level(dest_level, warn_about_references=True) int32 ¶
Moves the currently selected actors to the specified streaming level. The new actors will be selected
- Parameters:
dest_level (LevelStreaming) –
warn_about_references (bool) – Whether or not to show a modal warning about referenced actors that may no longer function after being moved
- Returns:
The number of actors that were successfully moved to the new level
- Return type:
int32
- classmethod set_level_visibility(level, should_be_visible, force_layers_visible, modify_mode=LevelVisibilityDirtyMode.MODIFY_ON_CHANGE) None ¶
Sets a level’s visibility in the editor. Less efficient than SetLevelsVisibility when changing the visibility of multiple levels simultaneously.
- Parameters:
level (Level) – The level to modify.
should_be_visible (bool) – The level’s new visibility state.
force_layers_visible (bool) – If true and the level is visible, force the level’s layers to be visible.
modify_mode (LevelVisibilityDirtyMode) – ELevelVisibilityDirtyMode mode value.
- classmethod set_levels_visibility(levels, should_be_visible, force_layers_visible, modify_mode=LevelVisibilityDirtyMode.MODIFY_ON_CHANGE) None ¶
Sets a level’s visibility in the editor. More efficient than SetLevelsVisibility when changing the visibility of multiple levels simultaneously.
- Parameters:
should_be_visible (Array[bool]) – The level’s new visibility state for each level.
force_layers_visible (bool) – If true and the level is visible, force the level’s layers to be visible.
modify_mode (LevelVisibilityDirtyMode) – ELevelVisibilityDirtyMode mode value.