G1R AngelScript
Scripting reference for the Gothic 1 Remake
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ULevel Class Reference

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. More...

Public Member Functions

Functions
bool IsVisible () const
bool IsBeingRemoved () const
const TArray< AActor > & GetActors () const
ALevelScriptActor GetLevelScriptActor () const
Public Member Functions inherited from UObject
bool MarkPackageDirty () const
void RemoveFromRoot ()
bool GetIsRooted () const
bool IsTransient () const
bool Modify (bool bAlwaysMarkDirty=true)
void SetTransactional (bool bTransactional)
bool IsSupportedForNetworking () const
UClass GetClass () const
UObject GetOuter () const
UObject GetTypedOuter (TSubclassOf< UObject > Target) const
 Traverses the outer chain searching for the next object of a certain type.
UPackage GetOutermost () const
UPackage GetPackage () const
void AddToRoot ()
UWorld GetWorld () const
FName GetName () const
FString GetFullName (const UObject StopOuter=nullptr) const
FString GetPathName (const UObject StopOuter=nullptr) const
bool IsA (const UClass Class) const
 Returns true if this object is of the specified type, or a child of that type.
void SaveConfig ()
void LoadConfig ()
void ReloadConfig ()
void CopyScriptPropertiesFrom (const UObject OtherObject)
void opCast (?&Address) const
FString ToString () const

Static Public Member Functions

Static Functions
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

World
bool bUseActorFolders
 Use actor folder objects, actor folders of this level will be persistent in their own object.
bool bUseExternalActors
 Use external actors, new actor spawned in this level will be external and existing external actors will be loaded on load.
Variables
const ALevelScriptActor LevelScriptActor
 The level scripting actor, created by instantiating the class from LevelScriptBlueprint. This handles all level scripting.
const TArray< AActor > Actors
FLevelSimplificationDetails LevelSimplification
 Level simplification settings for each LOD.
Public Attributes inherited from UObject
const UClass Class
const UObject Outer
const UPackage Outermost
const UPackage Package
const UWorld World
const FName Name
const bool IsRooted

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

Member Function Documentation

◆ GetActors()

const TArray< AActor > & GetActors ( ) const

◆ GetLevelScriptActor()

ALevelScriptActor GetLevelScriptActor ( ) const

◆ IsBeingRemoved()

bool IsBeingRemoved ( ) const

◆ IsVisible()

bool IsVisible ( ) const

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ Actors

const TArray<AActor> Actors

◆ bUseActorFolders

bool bUseActorFolders

Use actor folder objects, actor folders of this level will be persistent in their own object.

◆ bUseExternalActors

bool bUseExternalActors

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

◆ LevelScriptActor

const ALevelScriptActor LevelScriptActor

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

◆ LevelSimplification

FLevelSimplificationDetails LevelSimplification

Level simplification settings for each LOD.