UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
ULevel Class Reference

#include <Level.h>

+ Inheritance diagram for ULevel:

Public Types

enum class  EIncrementalComponentState : uint8 { Init , PreRegisterInitialComponents , RegisterInitialComponents , Finalize }
 
- Public Types inherited from UObject
enum class  ENetFields_Private { NETFIELD_REP_START = 0 , NETFIELD_REP_END = -1 }
 
typedef UObject WithinClass
 

Public Member Functions

ENGINE_API bool TryAddActorToList (AActor *InActor, bool bAddUnique)
 
ENGINE_API bool HasVisibilityChangeRequestPending () const
 
 DECLARE_MULTICAST_DELEGATE_OneParam (FLevelTransformEvent, const FTransform &)
 
 DECLARE_MULTICAST_DELEGATE (FLevelCleanupEvent)
 
 DECLARE_EVENT (ULevel, FLevelBoundsActorUpdatedEvent)
 
FLevelBoundsActorUpdatedEventLevelBoundsActorUpdated ()
 
void BroadcastLevelBoundsActorUpdated ()
 
ENGINE_API void MarkLevelBoundsDirty ()
 
void CreateReplicatedDestructionInfo (AActor *const Actor)
 
const TArray< FReplicatedStaticActorDestructionInfo > & GetDestroyedReplicatedStaticActors () const
 
ENGINE_API void AddReplicatedDestructionInfo (AActor *const Actor)
 
ENGINE_API void Initialize (const FURL &InURL)
 
 ULevel (const FObjectInitializer &ObjectInitializer=FObjectInitializer::Get())
 
 ULevel (FVTableHelper &Helper)
 
 ~ULevel ()
 
virtual void PostInitProperties () override
 
virtual void Serialize (FArchive &Ar) override
 
virtual void BeginDestroy () override
 
virtual bool IsReadyForFinishDestroy () override
 
virtual void FinishDestroy () override
 
virtual ENGINE_API UWorldGetWorld () const override final
 
virtual bool ResolveSubobject (const TCHAR *SubObjectPath, UObject *&OutObject, bool bLoadIfExists) override
 
virtual void PostLoad () override
 
virtual void PreSave (FObjectPreSaveContext ObjectSaveContext) override
 
virtual void PreDuplicate (FObjectDuplicationParameters &DupParams) override
 
virtual bool CanBeClusterRoot () const override
 
virtual void CreateCluster () override
 
void PreSaveFromRoot (FObjectPreSaveRootContext ObjectSaveContext)
 
void PostSaveFromRoot (FObjectPostSaveRootContext ObjectSaveContext)
 
ENGINE_API void CleanupLevel (bool bCleanupResources=true, bool bUnloadFromEditor=true)
 
ENGINE_API void ClearLevelComponents ()
 
ENGINE_API void UpdateLevelComponents (bool bRerunConstructionScripts, FRegisterComponentContext *Context=nullptr)
 
void IncrementalUpdateComponents (int32 NumComponentsToUpdate, bool bRerunConstructionScripts, FRegisterComponentContext *Context=nullptr)
 
bool IncrementalUnregisterComponents (int32 NumComponentsToUnregister, FUnregisterComponentContext *Context=nullptr)
 
void InvalidateModelGeometry ()
 
ENGINE_API void MarkLevelComponentsRenderStateDirty ()
 
ENGINE_API void UpdateModelComponents ()
 
ENGINE_API void CommitModelSurfaces ()
 
void InvalidateModelSurface ()
 
ENGINE_API void SortActorList ()
 
ENGINE_API void OnLevelLoaded ()
 
virtual bool IsNameStableForNetworking () const override
 
void InitializeNetworkActors ()
 
void ClearActorsSeamlessTraveledFlag ()
 
ENGINE_API void InitializeRenderingResources ()
 
ENGINE_API void ReleaseRenderingResources ()
 
bool IsFinishedRouteActorInitialization () const
 
void ResetRouteActorInitializationState ()
 
void RouteActorInitialize (int32 NumActorsToProcess)
 
ENGINE_API ABrush * GetDefaultBrush () const
 
ENGINE_API AWorldSettingsGetWorldSettings (bool bChecked=true) const
 
ENGINE_API void SetWorldSettings (AWorldSettings *NewWorldSettings)
 
ENGINE_API AWorldDataLayersGetWorldDataLayers () const
 
ENGINE_API void SetWorldDataLayers (AWorldDataLayers *NewWorldDataLayers)
 
ENGINE_API const IWorldPartitionCellGetWorldPartitionRuntimeCell () const
 
bool IsWorldPartitionRuntimeCell () const
 
ENGINE_API class UWorldPartitionGetWorldPartition () const
 
ENGINE_API class ALevelScriptActorGetLevelScriptActor () const
 
FLevelCollectionGetCachedLevelCollection () const
 
void SetCachedLevelCollection (FLevelCollection *const InCachedLevelCollection)
 
bool HasAnyActorsOfType (UClass *SearchType)
 
ENGINE_API void ResetNavList ()
 
ENGINE_API UPackageCreateMapBuildDataPackage () const
 
ENGINE_API UMapBuildDataRegistryGetOrCreateMapBuildData ()
 
ENGINE_API bool IsMapBuildDataOwner () const
 
ENGINE_API ELevelPendingVisibilityState GetPendingVisibilityState () const
 
ENGINE_API void SetLightingScenario (bool bNewIsLightingScenario)
 
ENGINE_API void HandleLegacyMapBuildData ()
 
TArray< FVector > const * GetStaticNavigableGeometry () const
 
ENGINE_API bool IsPersistentLevel () const
 
ENGINE_API bool IsCurrentLevel () const
 
ENGINE_API bool IsInstancedLevel () const
 
ENGINE_API void ApplyWorldOffset (const FVector &InWorldOffset, bool bWorldShift)
 
void RegisterActorForAutoReceiveInput (AActor *Actor, const int32 PlayerIndex)
 
void PushPendingAutoReceiveInput (APlayerController *PC)
 
virtual void AddAssetUserData (UAssetUserData *InUserData) override
 
virtual void RemoveUserDataOfClass (TSubclassOf< UAssetUserData > InUserDataClass) override
 
virtual UAssetUserDataGetAssetUserDataOfClass (TSubclassOf< UAssetUserData > InUserDataClass) override
 
int32 GetEstimatedAddToWorldWorkUnitsRemaining () const
 
int32 GetEstimatedAddToWorldWorkUnitsTotal () const
 
- Public Member Functions inherited from UObject
COREUOBJECT_API UObject ()
 
COREUOBJECT_API UObject (const FObjectInitializer &ObjectInitializer)
 
COREUOBJECT_API UObject (EStaticConstructor, EObjectFlags InFlags)
 
COREUOBJECT_API UObject (FVTableHelper &Helper)
 
COREUOBJECT_API UObjectCreateDefaultSubobject (FName SubobjectFName, UClass *ReturnType, UClass *ClassToCreateByDefault, bool bIsRequired, bool bIsTransient)
 
template<class TReturnType >
TReturnTypeCreateEditorOnlyDefaultSubobject (FName SubobjectName, bool bTransient=false)
 
template<class TReturnType >
TReturnTypeCreateDefaultSubobject (FName SubobjectName, bool bTransient=false)
 
template<class TReturnType , class TClassToConstructByDefault >
TReturnTypeCreateDefaultSubobject (FName SubobjectName, bool bTransient=false)
 
template<class TReturnType >
TReturnTypeCreateOptionalDefaultSubobject (FName SubobjectName, bool bTransient=false)
 
template<class TReturnType , class TClassToConstructByDefault >
TReturnTypeCreateOptionalDefaultSubobject (FName SubobjectName, bool bTransient=false)
 
COREUOBJECT_API void GetDefaultSubobjects (TArray< UObject * > &OutDefaultSubobjects)
 
COREUOBJECT_API UObjectGetDefaultSubobjectByName (FName ToFind)
 
virtual COREUOBJECT_API void PostReinitProperties ()
 
virtual void PostCDOContruct ()
 
virtual COREUOBJECT_API void PreSaveRoot (FObjectPreSaveRootContext ObjectSaveContext)
 
virtual COREUOBJECT_API void PostSaveRoot (FObjectPostSaveRootContext ObjectSaveContext)
 
virtual COREUOBJECT_API void CollectSaveOverrides (FObjectCollectSaveOverridesContext SaveContext)
 
UE_FORCEINLINE_HINT bool Modify (bool bAlwaysMarkDirty=true)
 
UE_FORCEINLINE_HINT bool IsCapturingAsRootObjectForTransaction () const
 
virtual bool IsReadyForAsyncPostLoad () const
 
virtual COREUOBJECT_API void PostLoadSubobjects (FObjectInstancingGraph *OuterInstanceGraph)
 
virtual COREUOBJECT_API void Serialize (FStructuredArchive::FRecord Record)
 
virtual void ShutdownAfterError ()
 
virtual void PostInterpChange (FProperty *PropertyThatChanged)
 
virtual COREUOBJECT_API void PostRename (UObject *OldOuter, const FName OldName)
 
virtual void PostDuplicate (bool bDuplicateForPIE)
 
virtual void PostDuplicate (EDuplicateMode::Type DuplicateMode)
 
virtual COREUOBJECT_API bool NeedsLoadForClient () const
 
virtual COREUOBJECT_API bool NeedsLoadForServer () const
 
virtual COREUOBJECT_API bool NeedsLoadForTargetPlatform (const class ITargetPlatform *TargetPlatform) const
 
virtual bool NeedsLoadForEditorGame () const
 
virtual bool IsEditorOnly () const
 
virtual bool HasNonEditorOnlyReferences () const
 
virtual bool IsPostLoadThreadSafe () const
 
virtual COREUOBJECT_API bool IsDestructionThreadSafe () const
 
virtual COREUOBJECT_API void GetPreloadDependencies (TArray< UObject * > &OutDeps)
 
virtual void GetPrestreamPackages (TArray< UObject * > &OutPrestream)
 
virtual void ExportCustomProperties (FOutputDevice &Out, uint32 Indent)
 
virtual void ImportCustomProperties (const TCHAR *SourceText, FFeedbackContext *Warn)
 
virtual void PostEditImport ()
 
virtual void PostReloadConfig (class FProperty *PropertyThatWasLoaded)
 
virtual COREUOBJECT_API bool Rename (const TCHAR *NewName=nullptr, UObject *NewOuter=nullptr, ERenameFlags Flags=REN_None)
 
virtual FString GetDesc ()
 
COREUOBJECT_API UScriptStructGetSparseClassDataStruct () const
 
virtual bool GetNativePropertyValues (TMap< FString, FString > &out_PropertyValues, uint32 ExportFlags=0) const
 
virtual COREUOBJECT_API void GetResourceSizeEx (FResourceSizeEx &CumulativeResourceSize)
 
SIZE_T GetResourceSizeBytes (EResourceSizeMode::Type Mode)
 
virtual FName GetExporterName (void)
 
COREUOBJECT_API void CallAddReferencedObjects (FReferenceCollector &Collector)
 
virtual FRestoreForUObjectOverwriteGetRestoreForUObjectOverwrite ()
 
virtual bool AreNativePropertiesIdenticalTo (UObject *Other) const
 
virtual COREUOBJECT_API void GetAssetRegistryTags (FAssetRegistryTagsContext Context) const
 
virtual COREUOBJECT_API void GetAssetRegistryTags (TArray< FAssetRegistryTag > &OutTags) const
 
COREUOBJECT_API void GetAssetRegistryTags (FAssetData &Out) const
 
COREUOBJECT_API void GetAssetRegistryTags (FAssetRegistryTagsContext Context, FAssetData &Out) const
 
virtual COREUOBJECT_API bool IsAsset () const
 
virtual COREUOBJECT_API FPrimaryAssetId GetPrimaryAssetId () const
 
virtual COREUOBJECT_API bool IsLocalizedResource () const
 
virtual COREUOBJECT_API bool IsSafeForRootSet () const
 
virtual COREUOBJECT_API void TagSubobjects (EObjectFlags NewFlags)
 
virtual COREUOBJECT_API void GetLifetimeReplicatedProps (TArray< class FLifetimeProperty > &OutLifetimeProps) const
 
virtual COREUOBJECT_API void GetReplicatedCustomConditionState (FCustomPropertyConditionState &OutActiveState) const
 
virtual COREUOBJECT_API void RegisterReplicationFragments (UE::Net::FFragmentRegistrationContext &Context, UE::Net::EFragmentRegistrationFlags RegistrationFlags)
 
virtual COREUOBJECT_API bool IsFullNameStableForNetworking () const
 
virtual COREUOBJECT_API bool IsSupportedForNetworking () const
 
virtual void GetSubobjectsWithStableNamesForNetworking (TArray< UObject * > &ObjList)
 
virtual COREUOBJECT_API void PreNetReceive ()
 
virtual COREUOBJECT_API void PostNetReceive ()
 
virtual void PostRepNotifies ()
 
virtual COREUOBJECT_API void PreDestroyFromReplication ()
 
COREUOBJECT_API bool IsSelected () const
 
COREUOBJECT_API void SerializeScriptProperties (FArchive &Ar) const
 
COREUOBJECT_API void SerializeScriptProperties (FStructuredArchive::FSlot Slot) const
 
COREUOBJECT_API void ReinitializeProperties (UObject *SourceObject=NULL, struct FObjectInstancingGraph *InstanceGraph=NULL)
 
COREUOBJECT_API FString GetDetailedInfo () const
 
COREUOBJECT_API bool ConditionalBeginDestroy ()
 
COREUOBJECT_API bool ConditionalFinishDestroy ()
 
COREUOBJECT_API void ConditionalPostLoad ()
 
COREUOBJECT_API void ConditionalPreload ()
 
COREUOBJECT_API void ConditionalPostLoadSubobjects (struct FObjectInstancingGraph *OuterInstanceGraph=NULL)
 
bool IsBasedOnArchetype (const UObject *const SomeObject) const
 
COREUOBJECT_API UFunctionFindFunction (FName InName) const
 
COREUOBJECT_API UFunctionFindFunctionChecked (FName InName) const
 
virtual COREUOBJECT_API void BuildSubobjectMapping (UObject *OtherObject, TMap< UObject *, UObject * > &ObjectMapping) const
 
COREUOBJECT_API void CollectDefaultSubobjects (TArray< UObject * > &OutDefaultSubobjects, bool bIncludeNestedSubobjects=false) const
 
COREUOBJECT_API bool CheckDefaultSubobjects (bool bForceCheck=false) const
 
COREUOBJECT_API void SaveConfig (uint64 RequiredPropertyFlags=CPF_Config, const TCHAR *Filename=nullptr, FConfigCacheIni *Config=GConfig, bool bAllowCopyToDefaultObject=true)
 
COREUOBJECT_API void SaveConfig (const FSaveConfigContext &Context)
 
COREUOBJECT_API void UpdateDefaultConfigFile (const FString &SpecificFileLocation="")
 
COREUOBJECT_API bool TryUpdateDefaultConfigFile (const FString &SpecificFileLocation="", bool bWarnIfFail=true)
 
COREUOBJECT_API void UpdateGlobalUserConfigFile ()
 
COREUOBJECT_API void UpdateProjectUserConfigFile ()
 
COREUOBJECT_API void UpdateSinglePropertyInConfigFile (const FProperty *InProperty, const FString &InConfigIniName)
 
COREUOBJECT_API FString GetDefaultConfigFilename () const
 
COREUOBJECT_API FString GetGlobalUserConfigFilename () const
 
COREUOBJECT_API FString GetProjectUserConfigFilename () const
 
virtual const TCHARGetConfigOverridePlatform () const
 
virtual void OverrideConfigSection (FString &SectionName)
 
virtual void OverridePerObjectConfigSection (FString &SectionName)
 
COREUOBJECT_API void LoadConfig (UClass *ConfigClass=nullptr, const TCHAR *Filename=nullptr, uint32 PropagationFlags=UE::LCPF_None, class FProperty *PropertyToLoad=nullptr, TArray< UE::ConfigAccessTracking::FConfigAccessData > *OutAccessedKeys=nullptr)
 
COREUOBJECT_API void ReloadConfig (UClass *ConfigClass=NULL, const TCHAR *Filename=NULL, uint32 PropagationFlags=UE::LCPF_None, class FProperty *PropertyToLoad=NULL)
 
COREUOBJECT_API void ParseParms (const TCHAR *Parms)
 
COREUOBJECT_API void OutputReferencers (FOutputDevice &Ar, FReferencerInformationList *Referencers=NULL)
 
COREUOBJECT_API void RetrieveReferencers (TArray< FReferencerInformation > *OutInternalReferencers, TArray< FReferencerInformation > *OutExternalReferencers)
 
COREUOBJECT_API void SetLinker (FLinkerLoad *LinkerLoad, int32 LinkerIndex, bool bShouldDetachExisting=true, bool bSilenceLogs=false)
 
COREUOBJECT_API UObjectGetArchetype () const
 
COREUOBJECT_API void GetArchetypeInstances (TArray< UObject * > &Instances)
 
COREUOBJECT_API void InstanceSubobjectTemplates (struct FObjectInstancingGraph *InstanceGraph=NULL)
 
template<class T >
bool Implements () const
 
virtual COREUOBJECT_API void ProcessEvent (UFunction *Function, void *Parms)
 
virtual int32 GetFunctionCallspace (UFunction *Function, FFrame *Stack)
 
virtual bool CallRemoteFunction (UFunction *Function, void *Parms, struct FOutParmRec *OutParms, FFrame *Stack)
 
COREUOBJECT_API bool CallFunctionByNameWithArguments (const TCHAR *Cmd, FOutputDevice &Ar, UObject *Executor, bool bForceCallWithNonExec=false)
 
COREUOBJECT_API void CallFunction (FFrame &Stack, RESULT_DECL, UFunction *Function)
 
 DECLARE_FUNCTION (ProcessInternal)
 
virtual bool ProcessConsoleExec (const TCHAR *Cmd, FOutputDevice &Ar, UObject *Executor)
 
COREUOBJECT_API void SkipFunction (FFrame &Stack, RESULT_DECL, UFunction *Function)
 
virtual UClassRegenerateClass (UClass *ClassToRegenerate, UObject *PreviousCDO)
 
COREUOBJECT_API bool IsInBlueprint () const
 
COREUOBJECT_API void DestroyNonNativeProperties ()
 
virtual void MarkAsEditorOnlySubobject ()
 
COREUOBJECT_API void AbortInsideMemberFunction () const
 
 DECLARE_FUNCTION (execUndefined)
 
 DECLARE_FUNCTION (execLocalVariable)
 
 DECLARE_FUNCTION (execInstanceVariable)
 
 DECLARE_FUNCTION (execDefaultVariable)
 
 DECLARE_FUNCTION (execLocalOutVariable)
 
 DECLARE_FUNCTION (execInterfaceVariable)
 
 DECLARE_FUNCTION (execClassSparseDataVariable)
 
 DECLARE_FUNCTION (execInterfaceContext)
 
 DECLARE_FUNCTION (execArrayElement)
 
 DECLARE_FUNCTION (execBoolVariable)
 
 DECLARE_FUNCTION (execClassDefaultVariable)
 
 DECLARE_FUNCTION (execEndFunctionParms)
 
 DECLARE_FUNCTION (execNothing)
 
 DECLARE_FUNCTION (execNothingInt32)
 
 DECLARE_FUNCTION (execNothingOp4a)
 
 DECLARE_FUNCTION (execBreakpoint)
 
 DECLARE_FUNCTION (execTracepoint)
 
 DECLARE_FUNCTION (execWireTracepoint)
 
 DECLARE_FUNCTION (execInstrumentation)
 
 DECLARE_FUNCTION (execEndOfScript)
 
 DECLARE_FUNCTION (execReturnNothing)
 
 DECLARE_FUNCTION (execEmptyParmValue)
 
 DECLARE_FUNCTION (execJump)
 
 DECLARE_FUNCTION (execJumpIfNot)
 
 DECLARE_FUNCTION (execAssert)
 
 DECLARE_FUNCTION (execPushExecutionFlow)
 
 DECLARE_FUNCTION (execPopExecutionFlow)
 
 DECLARE_FUNCTION (execComputedJump)
 
 DECLARE_FUNCTION (execPopExecutionFlowIfNot)
 
 DECLARE_FUNCTION (execLet)
 
 DECLARE_FUNCTION (execLetObj)
 
 DECLARE_FUNCTION (execLetWeakObjPtr)
 
 DECLARE_FUNCTION (execLetBool)
 
 DECLARE_FUNCTION (execLetDelegate)
 
 DECLARE_FUNCTION (execLetMulticastDelegate)
 
 DECLARE_FUNCTION (execAddMulticastDelegate)
 
 DECLARE_FUNCTION (execClearMulticastDelegate)
 
 DECLARE_FUNCTION (execEatReturnValue)
 
 DECLARE_FUNCTION (execRemoveMulticastDelegate)
 
 DECLARE_FUNCTION (execSelf)
 
 DECLARE_FUNCTION (execContext)
 
 DECLARE_FUNCTION (execContext_FailSilent)
 
 DECLARE_FUNCTION (execStructMemberContext)
 
 DECLARE_FUNCTION (execVirtualFunction)
 
 DECLARE_FUNCTION (execFinalFunction)
 
 DECLARE_FUNCTION (execLocalVirtualFunction)
 
 DECLARE_FUNCTION (execLocalFinalFunction)
 
 DECLARE_FUNCTION (execStructCmpEq)
 
 DECLARE_FUNCTION (execStructCmpNe)
 
 DECLARE_FUNCTION (execStructMember)
 
 DECLARE_FUNCTION (execEqualEqual_DelegateDelegate)
 
 DECLARE_FUNCTION (execNotEqual_DelegateDelegate)
 
 DECLARE_FUNCTION (execEqualEqual_DelegateFunction)
 
 DECLARE_FUNCTION (execNotEqual_DelegateFunction)
 
 DECLARE_FUNCTION (execIntConst)
 
 DECLARE_FUNCTION (execInt64Const)
 
 DECLARE_FUNCTION (execUInt64Const)
 
 DECLARE_FUNCTION (execSkipOffsetConst)
 
 DECLARE_FUNCTION (execFloatConst)
 
 DECLARE_FUNCTION (execDoubleConst)
 
 DECLARE_FUNCTION (execStringConst)
 
 DECLARE_FUNCTION (execUnicodeStringConst)
 
 DECLARE_FUNCTION (execTextConst)
 
 DECLARE_FUNCTION (execPropertyConst)
 
 DECLARE_FUNCTION (execObjectConst)
 
 DECLARE_FUNCTION (execSoftObjectConst)
 
 DECLARE_FUNCTION (execFieldPathConst)
 
 DECLARE_FUNCTION (execInstanceDelegate)
 
 DECLARE_FUNCTION (execNameConst)
 
 DECLARE_FUNCTION (execByteConst)
 
 DECLARE_FUNCTION (execIntZero)
 
 DECLARE_FUNCTION (execIntOne)
 
 DECLARE_FUNCTION (execTrue)
 
 DECLARE_FUNCTION (execFalse)
 
 DECLARE_FUNCTION (execNoObject)
 
 DECLARE_FUNCTION (execNullInterface)
 
 DECLARE_FUNCTION (execIntConstByte)
 
 DECLARE_FUNCTION (execRotationConst)
 
 DECLARE_FUNCTION (execVectorConst)
 
 DECLARE_FUNCTION (execVector3fConst)
 
 DECLARE_FUNCTION (execTransformConst)
 
 DECLARE_FUNCTION (execStructConst)
 
 DECLARE_FUNCTION (execSetArray)
 
 DECLARE_FUNCTION (execSetSet)
 
 DECLARE_FUNCTION (execSetMap)
 
 DECLARE_FUNCTION (execArrayConst)
 
 DECLARE_FUNCTION (execSetConst)
 
 DECLARE_FUNCTION (execMapConst)
 
 DECLARE_FUNCTION (execBitFieldConst)
 
 DECLARE_FUNCTION (execNew)
 
 DECLARE_FUNCTION (execClassContext)
 
 DECLARE_FUNCTION (execNativeParm)
 
 DECLARE_FUNCTION (execCast)
 
 DECLARE_FUNCTION (execDynamicCast)
 
 DECLARE_FUNCTION (execMetaCast)
 
 DECLARE_FUNCTION (execInterfaceCast)
 
 DECLARE_FUNCTION (execDoubleToFloatCast)
 
 DECLARE_FUNCTION (execFloatToDoubleCast)
 
 DECLARE_FUNCTION (execObjectToBool)
 
 DECLARE_FUNCTION (execInterfaceToBool)
 
 DECLARE_FUNCTION (execObjectToInterface)
 
 DECLARE_FUNCTION (execInterfaceToInterface)
 
 DECLARE_FUNCTION (execInterfaceToObject)
 
 DECLARE_FUNCTION (execGetDynArrayElement)
 
 DECLARE_FUNCTION (execSetDynArrayElement)
 
 DECLARE_FUNCTION (execGetDynArrayLength)
 
 DECLARE_FUNCTION (execSetDynArrayLength)
 
 DECLARE_FUNCTION (execDynArrayInsert)
 
 DECLARE_FUNCTION (execDynArrayRemove)
 
 DECLARE_FUNCTION (execDynArrayFind)
 
 DECLARE_FUNCTION (execDynArrayFindStruct)
 
 DECLARE_FUNCTION (execDynArrayAdd)
 
 DECLARE_FUNCTION (execDynArrayAddItem)
 
 DECLARE_FUNCTION (execDynArrayInsertItem)
 
 DECLARE_FUNCTION (execDynArrayRemoveItem)
 
 DECLARE_FUNCTION (execDynArraySort)
 
 DECLARE_FUNCTION (execBindDelegate)
 
 DECLARE_FUNCTION (execCallMulticastDelegate)
 
 DECLARE_FUNCTION (execLetValueOnPersistentFrame)
 
 DECLARE_FUNCTION (execCallMathFunction)
 
 DECLARE_FUNCTION (execSwitchValue)
 
 DECLARE_FUNCTION (execArrayGetByRef)
 
 DECLARE_FUNCTION (execAutoRtfmTransact)
 
 DECLARE_FUNCTION (execAutoRtfmStopTransact)
 
 DECLARE_FUNCTION (execAutoRtfmAbortIfNot)
 
void ExecuteUbergraph (int32 EntryPoint)
 
virtual void ValidateGeneratedRepEnums (const TArray< struct FRepRecord > &ClassReps) const
 
virtual uint64 GetNetPushIdDynamic () const
 
- Public Member Functions inherited from UObjectBaseUtility
 UObjectBaseUtility ()
 
 UObjectBaseUtility (EObjectFlags InFlags)
 
void SetFlags (EObjectFlags NewFlags)
 
void ClearFlags (EObjectFlags FlagsToClear)
 
bool HasAnyFlags (EObjectFlags FlagsToCheck) const
 
bool HasAllFlags (EObjectFlags FlagsToCheck) const
 
UE_FORCEINLINE_HINT EObjectFlags GetMaskedFlags (EObjectFlags Mask=RF_AllFlags) const
 
UE_FORCEINLINE_HINT void Mark (EObjectMark Marks) const
 
UE_FORCEINLINE_HINT void UnMark (EObjectMark Marks) const
 
UE_FORCEINLINE_HINT bool HasAnyMarks (EObjectMark Marks) const
 
UE_FORCEINLINE_HINT bool HasAllMarks (EObjectMark Marks) const
 
UE_FORCEINLINE_HINT EObjectMark GetAllMarks () const
 
void MarkAsGarbage ()
 
void ClearGarbage ()
 
UE_FORCEINLINE_HINT void AddToRoot ()
 
UE_FORCEINLINE_HINT void RemoveFromRoot ()
 
UE_FORCEINLINE_HINT bool IsRooted () const
 
UE_FORCEINLINE_HINT int32 GetRefCount () const
 
bool ThisThreadAtomicallyClearedRFUnreachable ()
 
UE_FORCEINLINE_HINT bool IsUnreachable () const
 
UE_FORCEINLINE_HINT bool IsNative () const
 
void SetInternalFlags (EInternalObjectFlags FlagsToSet) const
 
UE_FORCEINLINE_HINT EInternalObjectFlags GetInternalFlags () const
 
UE_FORCEINLINE_HINT bool HasAnyInternalFlags (EInternalObjectFlags FlagsToCheck) const
 
void ClearInternalFlags (EInternalObjectFlags FlagsToClear) const
 
bool AtomicallyClearInternalFlags (EInternalObjectFlags FlagsToClear) const
 
COREUOBJECT_API FString GetFullName (const UObject *StopOuter=NULL, EObjectFullNameFlags Flags=EObjectFullNameFlags::None) const
 
COREUOBJECT_API void GetFullName (const UObject *StopOuter, FString &ResultString, EObjectFullNameFlags Flags=EObjectFullNameFlags::None) const
 
COREUOBJECT_API void GetFullName (FStringBuilderBase &ResultString, const UObject *StopOuter=NULL, EObjectFullNameFlags Flags=EObjectFullNameFlags::None) const
 
COREUOBJECT_API FString GetPathName (const UObject *StopOuter=NULL) const
 
COREUOBJECT_API void GetPathName (const UObject *StopOuter, FString &ResultString) const
 
COREUOBJECT_API void GetPathName (const UObject *StopOuter, FStringBuilderBase &ResultString) const
 
virtual COREUOBJECT_API bool CanBeInCluster () const
 
virtual void OnClusterMarkedAsPendingKill ()
 
COREUOBJECT_API void AddToCluster (UObjectBaseUtility *ClusterRootOrObjectFromCluster, bool bAddAsMutableObject=false)
 
COREUOBJECT_API FString GetFullGroupName (bool bStartWithOuter) const
 
UE_FORCEINLINE_HINT FString GetName () const
 
UE_FORCEINLINE_HINT void GetName (FString &ResultString) const
 
UE_FORCEINLINE_HINT void AppendName (FString &ResultString) const
 
COREUOBJECT_API bool IsPackageExternal () const
 
COREUOBJECT_API void DetachExternalPackage ()
 
COREUOBJECT_API void ReattachExternalPackage ()
 
COREUOBJECT_API UObjectGetOutermostObject () const
 
COREUOBJECT_API UPackageGetPackage () const
 
UE_INTERNAL virtual COREUOBJECT_API UE::Core::FVersePath GetVersePath () const
 
COREUOBJECT_API UPackageGetOutermost () const
 
COREUOBJECT_API bool MarkPackageDirty () const
 
COREUOBJECT_API bool IsTemplate (EObjectFlags TemplateTypes=RF_ArchetypeObject|RF_ClassDefaultObject) const
 
COREUOBJECT_API UObjectGetTypedOuter (UClass *Target) const
 
template<typename T >
T * GetTypedOuter () const
 
template<typename InterfaceClassType >
InterfaceClassTypeGetImplementingOuter () const
 
COREUOBJECT_API UObjectBaseUtilityGetImplementingOuterObject (const UClass *InInterfaceClass) const
 
COREUOBJECT_API bool IsIn (const UObject *SomeOuter) const
 
COREUOBJECT_API bool IsIn (const UPackage *SomePackage) const
 
COREUOBJECT_API bool IsInOuter (const UObject *SomeOuter) const
 
COREUOBJECT_API bool IsInPackage (const UPackage *SomePackage) const
 
COREUOBJECT_API bool IsInA (const UClass *SomeBaseClass) const
 
COREUOBJECT_API bool RootPackageHasAnyFlags (uint32 CheckFlagMask) const
 
template<typename OtherClassType >
bool IsA (OtherClassType SomeBase) const
 
template<class T >
bool IsA () const
 
COREUOBJECT_API const UClassFindNearestCommonBaseClass (const UClass *TestClass) const
 
COREUOBJECT_API voidGetInterfaceAddress (UClass *InterfaceClass)
 
COREUOBJECT_API voidGetNativeInterfaceAddress (UClass *InterfaceClass)
 
const voidGetNativeInterfaceAddress (UClass *InterfaceClass) const
 
COREUOBJECT_API bool IsTemplateForSubobjects (EObjectFlags TemplateTypes=RF_ClassDefaultObject|RF_DefaultSubObject|RF_InheritableComponentTemplate) const
 
COREUOBJECT_API bool IsDefaultSubobject () const
 
COREUOBJECT_API class FLinkerLoadGetLinker () const
 
COREUOBJECT_API int32 GetLinkerIndex () const
 
COREUOBJECT_API FPackageFileVersion GetLinkerUEVersion () const
 
int32 GetLinkerUE4Version () const
 
COREUOBJECT_API int32 GetLinkerLicenseeUEVersion () const
 
int32 GetLinkerLicenseeUE4Version () const
 
COREUOBJECT_API int32 GetLinkerCustomVersion (FGuid CustomVersionKey) const
 
UE_FORCEINLINE_HINT bool operator< (const UObjectBaseUtility &Other) const
 
TStatId GetStatID (bool bForDeferredUse=false) const
 
- Public Member Functions inherited from UObjectBase
COREUOBJECT_API UObjectBase (UClass *InClass, EObjectFlags InFlags, EInternalObjectFlags InInternalFlags, UObject *InOuter, FName InName, int32 InInternalIndex=-1, int32 InSerialNumber=0, FRemoteObjectId InRemoteId=FRemoteObjectId())
 
virtual COREUOBJECT_API ~UObjectBase ()
 
COREUOBJECT_API bool IsValidLowLevel () const
 
COREUOBJECT_API bool IsValidLowLevelFast (bool bRecursive=true) const
 
FORCEINLINE uint32 GetUniqueID () const
 
FORCEINLINE UClassGetClass () const
 
FORCEINLINE UObjectGetOuter () const
 
FORCEINLINE FName GetFName () const
 
virtual COREUOBJECT_API FName GetFNameForStatID () const
 
COREUOBJECT_API UPackageGetExternalPackage () const
 
COREUOBJECT_API void SetExternalPackage (UPackage *InPackage)
 
COREUOBJECT_API UPackageGetExternalPackageInternal () const
 
COREUOBJECT_API void MarkAsReachable () const
 
COREUOBJECT_API void AddRef () const
 
COREUOBJECT_API void ReleaseRef () const
 
FORCEINLINE EObjectFlags GetFlags () const
 
FORCENOINLINE void AtomicallySetFlags (EObjectFlags FlagsToAdd)
 
FORCENOINLINE void AtomicallyClearFlags (EObjectFlags FlagsToClear)
 

Static Public Member Functions

static ENGINE_API bool IsNetActor (const AActor *Actor)
 
static void AddReferencedObjects (UObject *InThis, FReferenceCollector &Collector)
 
static ENGINE_API void BuildStreamingData (UWorld *World, ULevel *TargetLevel=NULL, UTexture2D *TargetTexture=NULL)
 
- Static Public Member Functions inherited from UObject
static COREUOBJECT_API void UpdateClassesExcludedFromDedicatedServer (const TArray< FString > &InClassNames, const TArray< FString > &InModulesNames)
 
static COREUOBJECT_API void UpdateClassesExcludedFromDedicatedClient (const TArray< FString > &InClassNames, const TArray< FString > &InModulesNames)
 
static COREUOBJECT_API bool CanCreateInCurrentContext (UObject *Template)
 
static COREUOBJECT_API void AddReferencedObjects (UObject *InThis, FReferenceCollector &Collector)
 
static COREUOBJECT_API const FNameSourceFileTagName ()
 
static COREUOBJECT_API UObjectGetArchetypeFromRequiredInfo (const UClass *Class, const UObject *Outer, FName Name, EObjectFlags ObjectFlags)
 
- Static Public Member Functions inherited from UObjectBaseUtility
static bool IsGarbageEliminationEnabled ()
 
static bool IsPendingKillEnabled ()
 
static void SetGarbageEliminationEnabled (bool bEnabled)
 
static COREUOBJECT_API void ReloadObjectsFromModifiedConfigSections (const class FConfigModificationTracker *ChangeTracker)
 
- Static Public Member Functions inherited from UObjectBase
static COREUOBJECT_API FString RemoveClassPrefix (const TCHAR *ClassName)
 
static void PrefetchClass (UObject *Object)
 
static void PrefetchOuter (UObject *Object)
 

Public Attributes

FURL URL
 
TArray< TObjectPtr< AActor > > Actors
 
TArray< TObjectPtr< AActor > > ActorsForGC
 
TObjectPtr< UWorldOwningWorld
 
TObjectPtr< class UModelModel
 
TArray< TObjectPtr< class UModelComponent > > ModelComponents
 
TObjectPtr< ULevelActorContainerActorCluster
 
int32 NumTextureStreamingUnbuiltComponents
 
int32 NumTextureStreamingDirtyResources
 
TObjectPtr< class ALevelScriptActorLevelScriptActor
 
TObjectPtr< class ANavigationObjectBaseNavListStart
 
TObjectPtr< class ANavigationObjectBaseNavListEnd
 
TArray< TObjectPtr< UNavigationDataChunk > > NavDataChunks
 
float LightmapTotalSize
 
float ShadowmapTotalSize
 
TArray< FVectorStaticNavigableGeometry
 
TArray< FGuidStreamingTextureGuids
 
TArray< FNameStreamingTextures
 
uint32 PackedTextureStreamingQualityLevelFeatureLevel
 
class FTickTaskLevelTickTaskLevel
 
class FPrecomputedLightVolumePrecomputedLightVolume
 
class FPrecomputedVolumetricLightmapPrecomputedVolumetricLightmap
 
FPrecomputedVisibilityHandler PrecomputedVisibilityHandler
 
FPrecomputedVolumeDistanceField PrecomputedVolumeDistanceField
 
FRenderCommandFence RemoveFromSceneFence
 
FGuid LevelBuildDataId
 
TObjectPtr< UMapBuildDataRegistryMapBuildData
 
FIntVector LightBuildLevelOffset
 
class FVolumetricLightmapGridManagerVolumetricLightmapGridManager = nullptr
 
uint8 bIsLightingScenario:1
 
uint8 bAreComponentsCurrentlyRegistered:1
 
uint8 bGeometryDirtyForLighting:1
 
uint8 bTextureStreamingRotationChanged: 1
 
uint8 bStaticComponentsRegisteredInStreamingManager: 1
 
uint8 bIsVisible:1
 
uint8 bIsMapBuildDataOwner:1
 
uint8 bAlreadyMovedActors:1
 
uint8 bAlreadyShiftedActors:1
 
uint8 bAlreadyUpdatedComponents:1
 
uint8 bAlreadyAssociatedStreamableResources:1
 
uint8 bAlreadyInitializedNetworkActors:1
 
uint8 bAlreadyClearedActorsSeamlessTravelFlag:1
 
uint8 bAlreadySortedActorList:1
 
uint8 bIsAssociatingLevel:1
 
uint8 bIsDisassociatingLevel: 1
 
uint8 bRequireFullVisibilityToRender:1
 
uint8 bClientOnlyVisible:1
 
uint8 bWasDuplicated:1
 
uint8 bWasDuplicatedForPIE:1
 
uint8 bIsBeingRemoved:1
 
uint8 bIncrementalUnregisterComponentsCompleted:1
 
uint8 bHasRerunConstructionScripts:1
 
uint8 bActorClusterCreated: 1
 
uint8 bGarbageCollectionClusteringEnabled: 1
 
uint8 bIsPartitioned: 1
 
uint8 bHasCurrentActorCalledPreRegister:1
 
EIncrementalComponentState IncrementalComponentState
 
int32 CurrentActorIndexForIncrementalUpdate
 
int32 CurrentActorIndexForUnregisterComponents
 
FLevelTransformEvent OnApplyLevelTransform
 
FLevelCleanupEvent OnCleanupLevel
 
TWeakObjectPtr< ALevelBoundsLevelBoundsActor
 
TWeakObjectPtr< AInstancedFoliageActorInstancedFoliageActor
 

Static Public Attributes

static ENGINE_API TMap< FName, TWeakObjectPtr< UWorld > > StreamedLevelsOwningWorld
 
static ENGINE_API FSimpleMulticastDelegate LevelDirtiedEvent
 

Protected Attributes

TArray< TObjectPtr< UAssetUserData > > AssetUserData
 

Friends

struct FLevelRegistrationAccessor
 
struct FLevelPendingVisibilityStateAccessor
 
struct FLevelRemoveFromWorldAccessor
 

Additional Inherited Members

- Protected Member Functions inherited from UObject
virtual FString GetDetailedInfoInternal () const
 
COREUOBJECT_API bool CanCheckDefaultSubObjects (bool bForceCheck, bool &bResult) const
 
virtual COREUOBJECT_API bool CheckDefaultSubobjectsInternal () const
 
- Protected Member Functions inherited from UObjectBase
 UObjectBase ()
 
COREUOBJECT_API UObjectBase (EObjectFlags InFlags)
 
COREUOBJECT_API void LowLevelRename (FName NewName, UObject *NewOuter=NULL)
 
virtual void RegisterDependencies ()
 
COREUOBJECT_API void Register (class UClass *(*StaticClassFn)(), const TCHAR *PackageName, const TCHAR *Name)
 
COREUOBJECT_API void Register (const TCHAR *PackageName, const TCHAR *Name)
 
virtual COREUOBJECT_API void DeferredRegister (UClass *UClassStaticClass, const TCHAR *PackageName, const TCHAR *Name)
 
FORCEINLINE void SetFlagsTo (EObjectFlags NewFlags)
 

Detailed Description

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 also
https://docs.unrealengine.com/latest/INT/Engine/Levels
UActor

Member Enumeration Documentation

◆ EIncrementalComponentState

Enumerator
Init 
PreRegisterInitialComponents 
RegisterInitialComponents 
Finalize 

Constructor & Destructor Documentation

◆ ULevel() [1/2]

ULevel::ULevel ( const FObjectInitializer ObjectInitializer = FObjectInitializer::Get())

◆ ULevel() [2/2]

ULevel::ULevel ( FVTableHelper Helper)
inline

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

◆ ~ULevel()

ULevel::~ULevel ( )

Member Function Documentation

◆ AddAssetUserData()

void ULevel::AddAssetUserData ( UAssetUserData InUserData)
overridevirtual

Reimplemented from IInterface_AssetUserData.

◆ AddReferencedObjects()

void ULevel::AddReferencedObjects ( UObject InThis,
FReferenceCollector Collector 
)
static

◆ AddReplicatedDestructionInfo()

void ULevel::AddReplicatedDestructionInfo ( AActor *const  Actor)

◆ ApplyWorldOffset()

void ULevel::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

Parameters
InWorldOffsetVector to shift all actors by
bWorldShiftWhether this call is part of whole world shifting

◆ BeginDestroy()

void ULevel::BeginDestroy ( )
overridevirtual

Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

Reimplemented from UObject.

◆ BroadcastLevelBoundsActorUpdated()

void ULevel::BroadcastLevelBoundsActorUpdated ( )
inline

Broadcasts that Level bounds actor has been updated

◆ BuildStreamingData()

void ULevel::BuildStreamingData ( UWorld World,
ULevel TargetLevel = NULL,
UTexture2D TargetTexture = NULL 
)
static

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

Parameters
WorldWhich world to rebuild streaming data for. If NULL, all worlds will be processed.
TargetLevel[opt] Specifies a single level to process. If NULL, all levels will be processed.
TargetTexture[opt] Specifies a single texture to process. If NULL, all textures will be processed.

◆ CanBeClusterRoot()

bool ULevel::CanBeClusterRoot ( ) const
overridevirtual

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

Returns
true if this object can be a cluster root

Reimplemented from UObjectBaseUtility.

◆ CleanupLevel()

void ULevel::CleanupLevel ( bool  bCleanupResources = true,
bool  bUnloadFromEditor = true 
)

Flag this level instance for destruction. This is called by UWorld::CleanupWorld to flag the level and its owned packages for destruction.

Parameters
bCleanupResourcesWhether to uninit anything that was initialized through OnLevelLoaded()
bUnloadFromEditorWhether to also remove RF_Standalone flags in the editor on level-specific subassets so that they can be garbage collected

◆ ClearActorsSeamlessTraveledFlag()

void ULevel::ClearActorsSeamlessTraveledFlag ( )

◆ ClearLevelComponents()

void ULevel::ClearLevelComponents ( )

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

◆ CommitModelSurfaces()

void ULevel::CommitModelSurfaces ( )

Commits changes made to the UModel's surfaces.

◆ CreateCluster()

void ULevel::CreateCluster ( )
overridevirtual

Called after PostLoad to create UObject cluster

Reimplemented from UObjectBaseUtility.

◆ CreateMapBuildDataPackage()

UPackage * ULevel::CreateMapBuildDataPackage ( ) const

◆ CreateReplicatedDestructionInfo()

void ULevel::CreateReplicatedDestructionInfo ( AActor *const  Actor)

Populate an entry for Actor in the DestroyedReplicatedStaticActors list

◆ DECLARE_EVENT()

ULevel::DECLARE_EVENT ( ULevel  ,
FLevelBoundsActorUpdatedEvent   
)

Called when Level bounds actor has been updated

◆ DECLARE_MULTICAST_DELEGATE()

ULevel::DECLARE_MULTICAST_DELEGATE ( FLevelCleanupEvent  )

◆ DECLARE_MULTICAST_DELEGATE_OneParam()

ULevel::DECLARE_MULTICAST_DELEGATE_OneParam ( FLevelTransformEvent  ,
const FTransform  
)

◆ FinishDestroy()

void ULevel::FinishDestroy ( )
overridevirtual

Called to finish destroying the object. After UObject::FinishDestroy is called, the object's memory should no longer be accessed.

Warning
Because properties are destroyed here, Super::FinishDestroy() should always be called at the end of your child class's FinishDestroy() method, rather than at the beginning.

Reimplemented from UObject.

◆ GetAssetUserDataOfClass()

UAssetUserData * ULevel::GetAssetUserDataOfClass ( TSubclassOf< UAssetUserData InUserDataClass)
overridevirtual

Returns an instance of the provided AssetUserData class if it's contained in the target asset.

Parameters
InUserDataClassUAssetUserData sub class to get
Returns
The instance of the UAssetUserData class contained, or null if it doesn't exist

Reimplemented from IInterface_AssetUserData.

◆ GetCachedLevelCollection()

FLevelCollection * ULevel::GetCachedLevelCollection ( ) const
inline

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

◆ GetDefaultBrush()

ABrush * ULevel::GetDefaultBrush ( ) const

Returns the default brush for this level.

Returns
The default brush for this level.

◆ GetDestroyedReplicatedStaticActors()

const TArray< FReplicatedStaticActorDestructionInfo > & ULevel::GetDestroyedReplicatedStaticActors ( ) const

◆ GetEstimatedAddToWorldWorkUnitsRemaining()

int32 ULevel::GetEstimatedAddToWorldWorkUnitsRemaining ( ) const

Estimate the amount of AddToWorld work for this level. Used by the adaptive level streaming timeslice (see s.AdaptiveAddToWorld.Enabled)

◆ GetEstimatedAddToWorldWorkUnitsTotal()

int32 ULevel::GetEstimatedAddToWorldWorkUnitsTotal ( ) const

Estimate the total amount of AddToWorld work for this level. Used by the adaptive level streaming timeslice (see s.AdaptiveAddToWorld.Enabled)

◆ GetLevelScriptActor()

ALevelScriptActor * ULevel::GetLevelScriptActor ( ) const

Returns the level scripting actor associated with this level

Returns
a pointer to the level scripting actor for this level (may be NULL)

◆ GetOrCreateMapBuildData()

UMapBuildDataRegistry * ULevel::GetOrCreateMapBuildData ( )

◆ GetPendingVisibilityState()

ELevelPendingVisibilityState ULevel::GetPendingVisibilityState ( ) const

Returns level's pending visibility state

◆ GetStaticNavigableGeometry()

TArray< FVector > const * ULevel::GetStaticNavigableGeometry ( ) const
inline

◆ GetWorld()

UWorld * ULevel::GetWorld ( ) const
finaloverridevirtual

◆ GetWorldDataLayers()

AWorldDataLayers * ULevel::GetWorldDataLayers ( ) const

Returns the world data layers info for this level.

Returns
The AWorldDataLayers for this level.

◆ GetWorldPartition()

UWorldPartition * ULevel::GetWorldPartition ( ) const

Returns the UWorldPartition for this level.

Returns
The UWorldPartition for this level (nullptr if not found).

◆ GetWorldPartitionRuntimeCell()

const IWorldPartitionCell * ULevel::GetWorldPartitionRuntimeCell ( ) const

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

Returns
The cell associated with the level.

◆ GetWorldSettings()

AWorldSettings * ULevel::GetWorldSettings ( bool  bChecked = true) const

Returns the world info for this level.

Returns
The AWorldSettings for this level.

◆ HandleLegacyMapBuildData()

void ULevel::HandleLegacyMapBuildData ( )

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

◆ HasAnyActorsOfType()

bool ULevel::HasAnyActorsOfType ( UClass SearchType)

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

◆ HasVisibilityChangeRequestPending()

bool ULevel::HasVisibilityChangeRequestPending ( ) const

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

◆ IncrementalUnregisterComponents()

bool ULevel::IncrementalUnregisterComponents ( int32  NumComponentsToUnregister,
FUnregisterComponentContext Context = nullptr 
)

Incrementally unregisters all components of actors associated with this level. This is done at the granularity of actors (individual actors have all of their components unregistered)

Parameters
NumComponentsToUnregisterMinimum number of components to unregister in this run, 0 for all

◆ IncrementalUpdateComponents()

void ULevel::IncrementalUpdateComponents ( int32  NumComponentsToUpdate,
bool  bRerunConstructionScripts,
FRegisterComponentContext Context = nullptr 
)

Incrementally updates all components of actors associated with this level.

Parameters
NumComponentsToUpdateNumber of components to update in this run, 0 for all
bRerunConstructionScriptsIf we want to rerun construction scripts on actors in level

◆ Initialize()

void ULevel::Initialize ( const FURL InURL)

◆ InitializeNetworkActors()

void ULevel::InitializeNetworkActors ( )

Handles network initialization for actors in this level

◆ InitializeRenderingResources()

void ULevel::InitializeRenderingResources ( )

Initializes rendering resources for this level.

◆ InvalidateModelGeometry()

void ULevel::InvalidateModelGeometry ( )

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

◆ InvalidateModelSurface()

void ULevel::InvalidateModelSurface ( )

Discards the cached data used to render the level's UModel. Assumes that the faces and vertex positions haven't changed, only the applied materials.

◆ IsCurrentLevel()

bool ULevel::IsCurrentLevel ( ) const

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

◆ IsFinishedRouteActorInitialization()

bool ULevel::IsFinishedRouteActorInitialization ( ) const
inline

Returns whether the level has completed routing actor initialization.

◆ IsInstancedLevel()

bool ULevel::IsInstancedLevel ( ) const

Is this a level instance

◆ IsMapBuildDataOwner()

bool ULevel::IsMapBuildDataOwner ( ) const

◆ IsNameStableForNetworking()

virtual bool ULevel::IsNameStableForNetworking ( ) const
inlineoverridevirtual

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

Reimplemented from UObject.

◆ IsNetActor()

bool ULevel::IsNetActor ( const AActor Actor)
static

◆ IsPersistentLevel()

bool ULevel::IsPersistentLevel ( ) const

Is this the persistent level

◆ IsReadyForFinishDestroy()

bool ULevel::IsReadyForFinishDestroy ( )
overridevirtual

Called to check if the object is ready for FinishDestroy. This is called after BeginDestroy to check the completion of the potentially asynchronous object cleanup.

Returns
True if the object's asynchronous cleanup has completed and it is ready for FinishDestroy to be called.

Reimplemented from UObject.

◆ IsWorldPartitionRuntimeCell()

bool ULevel::IsWorldPartitionRuntimeCell ( ) const
inline

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

Returns
The cell associated with the level.

◆ LevelBoundsActorUpdated()

FLevelBoundsActorUpdatedEvent & ULevel::LevelBoundsActorUpdated ( )
inline

◆ MarkLevelBoundsDirty()

void ULevel::MarkLevelBoundsDirty ( )

Marks level bounds as dirty so they will be recalculated

◆ MarkLevelComponentsRenderStateDirty()

void ULevel::MarkLevelComponentsRenderStateDirty ( )

Marks all level components render state as dirty

◆ OnLevelLoaded()

void ULevel::OnLevelLoaded ( )

◆ PostInitProperties()

void ULevel::PostInitProperties ( )
overridevirtual

Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

Reimplemented from UObject.

◆ PostLoad()

void ULevel::PostLoad ( )
overridevirtual

Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

Reimplemented from UObject.

◆ PostSaveFromRoot()

void ULevel::PostSaveFromRoot ( FObjectPostSaveRootContext  ObjectSaveContext)

◆ PreDuplicate()

void ULevel::PreDuplicate ( FObjectDuplicationParameters DupParams)
overridevirtual

Called before duplication.

Parameters
DupParamsthe full parameters the object will be duplicated with. Allows access to modify params such as the duplication seed for example for pre-filling the dup-source => dup-target map used by StaticDuplicateObject.
See also
FObjectDuplicationParameters

Reimplemented from UObject.

◆ PreSave()

void ULevel::PreSave ( FObjectPreSaveContext  SaveContext)
overridevirtual

Presave function. Gets called once before an object gets serialized for saving. This function is necessary for save time computation as Serialize gets called three times per object from within SavePackage.

Warning
: Objects created from within PreSave will NOT have PreSave called on them!!!

Reimplemented from UObject.

◆ PreSaveFromRoot()

void ULevel::PreSaveFromRoot ( FObjectPreSaveRootContext  ObjectSaveContext)

◆ PushPendingAutoReceiveInput()

void ULevel::PushPendingAutoReceiveInput ( APlayerController PC)

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

◆ RegisterActorForAutoReceiveInput()

void ULevel::RegisterActorForAutoReceiveInput ( AActor Actor,
const int32  PlayerIndex 
)

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

◆ ReleaseRenderingResources()

void ULevel::ReleaseRenderingResources ( )

Releases rendering resources for this level.

◆ RemoveUserDataOfClass()

void ULevel::RemoveUserDataOfClass ( TSubclassOf< UAssetUserData InUserDataClass)
overridevirtual

Reimplemented from IInterface_AssetUserData.

◆ ResetNavList()

ENGINE_API void ULevel::ResetNavList ( )

Resets the level nav list.

◆ ResetRouteActorInitializationState()

void ULevel::ResetRouteActorInitializationState ( )

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

◆ ResolveSubobject()

bool ULevel::ResolveSubobject ( const TCHAR SubObjectPath,
UObject *&  OutObject,
bool  bLoadIfExists 
)
overridevirtual

Called to defer loading a subobject to its top-level container object. Useful with the package override feature, where an object might not be saved in the same package as its outer, especially if the the top-level object does lazy loading of these objects.

Parameters
SubObjectPathobject path to handle, relative to the current implementer
OutObjectreceives the loaded object, or existing loaded object if bOnlyTestExistence is true and object is already loaded
bLoadIfExistsif true, load the object if it exists
Returns
true if the object loaded or exists, depending on bLoadIfExists

Reimplemented from UObject.

◆ RouteActorInitialize()

void ULevel::RouteActorInitialize ( int32  NumActorsToProcess)

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

Parameters
NumActorsToProcessThe maximum number of actors to update in this pass, 0 to process all actors.

◆ Serialize()

void ULevel::Serialize ( FArchive Ar)
overridevirtual

Handles reading, writing, and reference collecting using FArchive. This implementation handles all FProperty serialization, but can be overridden for native variables.

Reimplemented from UObject.

◆ SetCachedLevelCollection()

void ULevel::SetCachedLevelCollection ( FLevelCollection *const  InCachedLevelCollection)
inline

Sets the cached level collection that contains this level. Should only be called by FLevelCollection.

◆ SetLightingScenario()

void ULevel::SetLightingScenario ( bool  bNewIsLightingScenario)

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

◆ SetWorldDataLayers()

void ULevel::SetWorldDataLayers ( AWorldDataLayers NewWorldDataLayers)

◆ SetWorldSettings()

void ULevel::SetWorldSettings ( AWorldSettings NewWorldSettings)

◆ SortActorList()

void ULevel::SortActorList ( )

Sorts the actor list by net relevancy and static behaviour. First all not net relevant static actors, then all net relevant static actors and then the rest. This is done to allow the dynamic and net relevant actor iterators to skip large amounts of actors.

◆ TryAddActorToList()

bool ULevel::TryAddActorToList ( AActor InActor,
bool  bAddUnique 
)

Add actor to list

◆ UpdateLevelComponents()

void ULevel::UpdateLevelComponents ( bool  bRerunConstructionScripts,
FRegisterComponentContext Context = nullptr 
)

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

Parameters
bRerunConstructionScriptsIf we want to rerun construction scripts on actors in level

◆ UpdateModelComponents()

void ULevel::UpdateModelComponents ( )

Updates the model components associated with this level

Friends And Related Symbol Documentation

◆ FLevelPendingVisibilityStateAccessor

◆ FLevelRegistrationAccessor

◆ FLevelRemoveFromWorldAccessor

Member Data Documentation

◆ ActorCluster

TObjectPtr<ULevelActorContainer> ULevel::ActorCluster

◆ Actors

TArray<TObjectPtr<AActor> > ULevel::Actors

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

◆ ActorsForGC

TArray<TObjectPtr<AActor> > ULevel::ActorsForGC

Array of actors to be exposed to GC in this level. All other actors will be referenced through ULevelActorContainer

◆ AssetUserData

TArray<TObjectPtr<UAssetUserData> > ULevel::AssetUserData
protected

Array of user data stored with the asset

◆ bActorClusterCreated

uint8 ULevel::bActorClusterCreated

Whether the level had its actor cluster created. This doesn't mean that the creation was successful.

◆ bAlreadyAssociatedStreamableResources

uint8 ULevel::bAlreadyAssociatedStreamableResources

Whether we already associated streamable resources.

◆ bAlreadyClearedActorsSeamlessTravelFlag

uint8 ULevel::bAlreadyClearedActorsSeamlessTravelFlag

Whether we already cleared AActor::bActorSeamlessTraveled.

◆ bAlreadyInitializedNetworkActors

uint8 ULevel::bAlreadyInitializedNetworkActors

Whether we already initialized network actors.

◆ bAlreadyMovedActors

uint8 ULevel::bAlreadyMovedActors

The below variables are used temporarily while making a level visible.
Whether we already moved actors.

◆ bAlreadyShiftedActors

uint8 ULevel::bAlreadyShiftedActors

Whether we already shift actors positions according to world composition.

◆ bAlreadySortedActorList

uint8 ULevel::bAlreadySortedActorList

Whether we already sorted the actor list.

◆ bAlreadyUpdatedComponents

uint8 ULevel::bAlreadyUpdatedComponents

Whether we already updated components.

◆ bAreComponentsCurrentlyRegistered

uint8 ULevel::bAreComponentsCurrentlyRegistered

Whether components are currently registered or not.

◆ bClientOnlyVisible

uint8 ULevel::bClientOnlyVisible

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

◆ bGarbageCollectionClusteringEnabled

uint8 ULevel::bGarbageCollectionClusteringEnabled

If true, allows garbage collection clustering for the level

◆ bGeometryDirtyForLighting

uint8 ULevel::bGeometryDirtyForLighting

Whether the geometry needs to be rebuilt for correct lighting

◆ bHasCurrentActorCalledPreRegister

uint8 ULevel::bHasCurrentActorCalledPreRegister

◆ bHasRerunConstructionScripts

uint8 ULevel::bHasRerunConstructionScripts

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

◆ bIncrementalUnregisterComponentsCompleted

uint8 ULevel::bIncrementalUnregisterComponentsCompleted

Whether the level incremental unregistration of components is completed

◆ bIsAssociatingLevel

uint8 ULevel::bIsAssociatingLevel

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

◆ bIsBeingRemoved

uint8 ULevel::bIsBeingRemoved

Whether the level is currently being removed from the world

◆ bIsDisassociatingLevel

uint8 ULevel::bIsDisassociatingLevel

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

◆ bIsLightingScenario

uint8 ULevel::bIsLightingScenario

Whether the level is a lighting scenario. Lighting is built separately for each lighting scenario level with all other scenario levels hidden. Only one lighting scenario level should be visible at a time for correct rendering, and lightmaps from that level will be used on the rest of the world. Note: When a lighting scenario level is present, lightmaps for all streaming levels are placed in the scenario's _BuildData package.
This means that lightmaps for those streaming levels will not be streamed with them.

◆ bIsMapBuildDataOwner

uint8 ULevel::bIsMapBuildDataOwner

Whether the level owns it's MapBuildData and associated resources and must release them (LevelInstance will use their owner level MapBuildData)

◆ bIsPartitioned

uint8 ULevel::bIsPartitioned

Whether the level is partitioned or not.

◆ bIsVisible

uint8 ULevel::bIsVisible

Whether the level is currently visible/ associated with the world. If false, may not yet be fully removed from the world.

◆ bRequireFullVisibilityToRender

uint8 ULevel::bRequireFullVisibilityToRender

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

◆ bStaticComponentsRegisteredInStreamingManager

uint8 ULevel::bStaticComponentsRegisteredInStreamingManager

Whether the level has finished registering all static components in the streaming manager. Once a level static components are registered, all new components need to go through the dynamic path. This flag is used to direct the registration to the right path with a low perf impact.

◆ bTextureStreamingRotationChanged

uint8 ULevel::bTextureStreamingRotationChanged

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

◆ bWasDuplicated

uint8 ULevel::bWasDuplicated

Whether this level was duplicated

◆ bWasDuplicatedForPIE

uint8 ULevel::bWasDuplicatedForPIE

Whether this level was duplicated for PIE

◆ CurrentActorIndexForIncrementalUpdate

int32 ULevel::CurrentActorIndexForIncrementalUpdate

Current index into actors array for updating components.

◆ CurrentActorIndexForUnregisterComponents

int32 ULevel::CurrentActorIndexForUnregisterComponents

Current index into actors array for updating components.

◆ IncrementalComponentState

EIncrementalComponentState ULevel::IncrementalComponentState

The current stage for incrementally updating actor components in the level

◆ InstancedFoliageActor

TWeakObjectPtr<AInstancedFoliageActor> ULevel::InstancedFoliageActor

Cached pointer to Foliage actor

◆ LevelBoundsActor

TWeakObjectPtr<ALevelBounds> ULevel::LevelBoundsActor

Actor which defines level logical bounding box

◆ LevelBuildDataId

FGuid ULevel::LevelBuildDataId

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

◆ LevelDirtiedEvent

FSimpleMulticastDelegate ULevel::LevelDirtiedEvent
static

Called when a level package has been dirtied.

◆ LevelScriptActor

TObjectPtr<class ALevelScriptActor> ULevel::LevelScriptActor

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

◆ LightBuildLevelOffset

FIntVector ULevel::LightBuildLevelOffset

Level offset at time when lighting was built

◆ LightmapTotalSize

float ULevel::LightmapTotalSize

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

◆ MapBuildData

TObjectPtr<UMapBuildDataRegistry> ULevel::MapBuildData

Registry for data from the map build. This is stored in a separate package from the level to speed up saving / autosaving. ReleaseRenderingResources must be called before changing what is referenced, to update the rendering thread state.

◆ Model

TObjectPtr<class UModel> ULevel::Model

BSP UModel.

◆ ModelComponents

TArray<TObjectPtr<class UModelComponent> > ULevel::ModelComponents

BSP Model components used for rendering.

◆ NavDataChunks

TArray<TObjectPtr<UNavigationDataChunk> > ULevel::NavDataChunks

Navigation related data that can be stored per level

◆ NavListEnd

TObjectPtr<class ANavigationObjectBase> ULevel::NavListEnd

◆ NavListStart

TObjectPtr<class ANavigationObjectBase> ULevel::NavListStart

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

◆ NumTextureStreamingDirtyResources

int32 ULevel::NumTextureStreamingDirtyResources

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

◆ NumTextureStreamingUnbuiltComponents

int32 ULevel::NumTextureStreamingUnbuiltComponents

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

◆ OnApplyLevelTransform

FLevelTransformEvent ULevel::OnApplyLevelTransform

◆ OnCleanupLevel

FLevelCleanupEvent ULevel::OnCleanupLevel

◆ OwningWorld

TObjectPtr<UWorld> ULevel::OwningWorld

The World that has this level in its Levels array. This is not the same as GetOuter(), because GetOuter() for a streaming level is a vestigial world that is not used. It should not be accessed during BeginDestroy(), just like any other UObject references, since GC may occur in any order.

◆ PackedTextureStreamingQualityLevelFeatureLevel

uint32 ULevel::PackedTextureStreamingQualityLevelFeatureLevel

Packed quality level and feature level used when building texture streaming data. This is used by runtime to determine if built data can be used or not.

◆ PrecomputedLightVolume

class FPrecomputedLightVolume* ULevel::PrecomputedLightVolume

The precomputed light information for this level.
The extra level of indirection is to allow forward declaring FPrecomputedLightVolume.

◆ PrecomputedVisibilityHandler

FPrecomputedVisibilityHandler ULevel::PrecomputedVisibilityHandler

Contains precomputed visibility data for this level.

◆ PrecomputedVolumeDistanceField

FPrecomputedVolumeDistanceField ULevel::PrecomputedVolumeDistanceField

Precomputed volume distance field for this level.

◆ PrecomputedVolumetricLightmap

class FPrecomputedVolumetricLightmap* ULevel::PrecomputedVolumetricLightmap

The volumetric lightmap data for this level.

◆ RemoveFromSceneFence

FRenderCommandFence ULevel::RemoveFromSceneFence

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

◆ ShadowmapTotalSize

float ULevel::ShadowmapTotalSize

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

◆ StaticNavigableGeometry

TArray<FVector> ULevel::StaticNavigableGeometry

threes of triangle vertices - AABB filtering friendly. Stored if there's a runtime need to rebuild navigation that accepts BSPs as well - it's a lot easier this way than retrieve this data at runtime

◆ StreamedLevelsOwningWorld

TMap< FName, TWeakObjectPtr< UWorld > > ULevel::StreamedLevelsOwningWorld
static

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

◆ StreamingTextureGuids

TArray<FGuid> ULevel::StreamingTextureGuids

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

◆ StreamingTextures

TArray<FName> ULevel::StreamingTextures

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

◆ TickTaskLevel

class FTickTaskLevel* ULevel::TickTaskLevel

Data structures for holding the tick functions

◆ URL

FURL ULevel::URL

URL associated with this level.

◆ VolumetricLightmapGridManager

class FVolumetricLightmapGridManager* ULevel::VolumetricLightmapGridManager = nullptr

The volumetric lightmap grid manager for this map


The documentation for this class was generated from the following files: