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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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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 |
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
| ALevelScriptActor GetLevelScriptActor | ( | ) | const |
| bool IsBeingRemoved | ( | ) | const |
| bool IsVisible | ( | ) | const |
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static |
| 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.
| const ALevelScriptActor LevelScriptActor |
The level scripting actor, created by instantiating the class from LevelScriptBlueprint. This handles all level scripting.
| FLevelSimplificationDetails LevelSimplification |
Level simplification settings for each LOD.