UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
LevelInstanceSubsystem.h File Reference
#include "Subsystems/WorldSubsystem.h"
#include "Containers/Array.h"
#include "Containers/Map.h"
#include "UObject/NameTypes.h"
#include "UObject/GCObject.h"
#include "Folder.h"
#include "LevelInstance/LevelInstanceTypes.h"
#include "WorldPartition/Filter/WorldPartitionActorFilter.h"
#include "WorldPartition/WorldPartitionHandle.h"
#include "WorldPartition/WorldPartitionActorContainerID.h"
#include "LevelInstance/LevelInstancePropertyOverrideAsset.h"
#include "Streaming/StreamingWorldSubsystemInterface.h"
#include "LevelInstanceSubsystem.generated.h"

Go to the source code of this file.

Classes

class  ULevelInstanceSubsystem
 

Enumerations

enum class  ELevelInstanceBreakFlags : uint8 { None = 0 , KeepFolders = 1 << 0 }
 

Functions

 ENUM_CLASS_FLAGS (ELevelInstanceBreakFlags)
 

Enumeration Type Documentation

◆ ELevelInstanceBreakFlags

Enumerator
None 
KeepFolders 

The actors will be placed inside the folder the LI is inside of, under a subfolder with the name of the Level Instance, and also keeping their original folder structure. So if i.e. the Level Instance Actor is called "Desert/LI_House2", and an actor inside is named "Lights/Light_Sun", the actor will be moved to "Desert/LI_House2/Lights/Light_Sun" in the outer level.

If this flag is not set, actors will be placed either in the root folder of the outer level (but their original folders from the LI kept), or, if context folder is set, they'll be moved there without any subfolders.

Function Documentation

◆ ENUM_CLASS_FLAGS()

ENUM_CLASS_FLAGS ( ELevelInstanceBreakFlags  )