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

Abstract base class of container object encapsulating data required for streaming and providing interface for when a level should be streamed in and out of memory. More...

Public Member Functions

Functions
void SetPriority (int NewPriority)
 Sets the relative priority of considering the streaming level. Changing the priority will not interrupt the currently considered level, but will affect the next time a level is being selected for evaluation.
void SetShouldBeLoaded (bool bInShouldBeLoaded)
 Virtual that can be overridden to change whether a streaming level should be loaded. Doesn't do anything at the base level as should be loaded defaults to true.
void SetShouldBeVisible (bool bInShouldBeVisible)
 Sets the should be visible flag and marks the streaming level as requiring consideration.
bool ShouldBeLoaded () const
 Return whether this level should be present in memory which in turn tells the streaming code to stream it in. Please note that a change in value from false to true only tells the streaming code that it needs to START streaming it in so the code needs to return true an appropriate amount of time before it is needed.
void SetStreamingPriority (int NewPriority)
 The relative priority of considering the streaming level. Changing the priority will not interrupt the currently considered level, but will affect the next time a level is being selected for evaluation.
void SetLevelLODIndex (int LODIndex)
 Sets the world composition level LOD index and marks the streaming level as requiring consideration.
void SetbShouldBeVisible (bool bInShouldBeVisible)
 Whether the level should be visible if it is loaded.
bool GetbShouldBeLoaded () const
 Whether the level should be loaded.
void SetbShouldBeLoaded (bool bInShouldBeLoaded)
 Whether the level should be loaded.
const int & GetStreamingPriority () const
 The relative priority of considering the streaming level. Changing the priority will not interrupt the currently considered level, but will affect the next time a level is being selected for evaluation.
const int & GetLevelLODIndex () const
 Requested LOD. Non LOD sub-levels have Index = -1.
bool GetbShouldBeVisible () const
 Whether the level should be visible if it is loaded.
void SetbIsStatic (bool Value)
 Whether this level only contains static actors that aren't affected by gameplay or replication. If true, the engine can make certain optimizations and will add this level to the StaticLevels collection.
bool GetbShouldBlockOnLoad () const
 Whether we want to force a blocking load.
void SetbShouldBlockOnLoad (bool Value)
 Whether we want to force a blocking load.
bool GetbShouldBlockOnUnload () const
 Whether we want to force a blocking unload.
void SetbShouldBlockOnUnload (bool Value)
 Whether we want to force a blocking unload.
bool GetbDisableDistanceStreaming () const
 Whether this level streaming object should be ignored by world composition distance streaming, so streaming state can be controlled by other systems (ex: in blueprints).
void SetbDisableDistanceStreaming (bool Value)
 Whether this level streaming object should be ignored by world composition distance streaming, so streaming state can be controlled by other systems (ex: in blueprints).
void SetbDrawOnLevelStatusMap (bool Value)
 If true, will be drawn on the 'level streaming status' map (STAT LEVELMAP console command).
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

Variables
FLevelStreamingLoadedStatus OnLevelLoaded
 Called when level is streamed in.
FLevelStreamingLoadedStatus OnLevelUnloaded
 Called when level is streamed out.
const ULevel LoadedLevel
 Pointer to Level object if currently loaded/ streamed in.
FLevelStreamingVisibilityStatus OnLevelHidden
 Called when level is no longer visible, may not be removed from world yet.
FLevelStreamingVisibilityStatus OnLevelShown
 Called when level is added to the world and is visible.
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

Game

const FName WorldAssetPackageFName
 Gets the package name for the world asset referred to by this level streaming as an FName.
bool IsStreamingStatePending () const
 Returns whether level has streaming state change pending.
ULevel GetLoadedLevel () const
 Gets a pointer to the LoadedLevel value.
FName GetWorldAssetPackageFName () const
 Gets the package name for the world asset referred to by this level streaming as an FName.
bool IsLevelLoaded () const
 Returns whether streaming level is loaded.
bool IsLevelVisible () const
 Returns whether streaming level is visible.
ULevelStreaming CreateInstance (FString UniqueInstanceName)
 Creates a new instance of this streaming level with a provided unique instance name.

LevelStreaming

FLinearColor LevelColor
 The level color used for visualization. (Show -> Advanced -> Level Coloration).
TArray< TObjectPtr< ALevelStreamingVolume > > EditorStreamingVolumes
 The level streaming volumes bound to this level.
float32 MinTimeBetweenVolumeUnloadRequests
 Cooldown time in seconds between volume-based unload requests. Used in preventing spurious unload requests.
FTransform LevelTransform
 Transform applied to actors after loading.
bool IsRequestingUnloadAndRemoval
 Returns if the streaming level has requested to be unloaded and removed.
bool bShouldBeLoaded
 Whether the level should be loaded.
int StreamingPriority
 The relative priority of considering the streaming level. Changing the priority will not interrupt the currently considered level, but will affect the next time a level is being selected for evaluation.
bool bShouldBeVisible
 Whether the level should be visible if it is loaded.
bool bShouldBlockOnUnload
 Whether we want to force a blocking unload.
bool bShouldBlockOnLoad
 Whether we want to force a blocking load.
TSoftObjectPtr< UWorld > WorldAsset
 The reference to the world containing the level to load.
bool bDisableDistanceStreaming
 Whether this level streaming object should be ignored by world composition distance streaming, so streaming state can be controlled by other systems (ex: in blueprints).
int LevelLODIndex
 Requested LOD. Non LOD sub-levels have Index = -1.
bool GetIsRequestingUnloadAndRemoval () const
 Returns if the streaming level has requested to be unloaded and removed.
void SetIsRequestingUnloadAndRemoval (bool bInIsRequestingUnloadAndRemoval)
 Sets if the streaming level should be unloaded and removed.

Detailed Description

Abstract base class of container object encapsulating data required for streaming and providing interface for when a level should be streamed in and out of memory.

Member Function Documentation

◆ CreateInstance()

ULevelStreaming CreateInstance ( FString UniqueInstanceName)

Creates a new instance of this streaming level with a provided unique instance name.

◆ GetbDisableDistanceStreaming()

bool GetbDisableDistanceStreaming ( ) const

Whether this level streaming object should be ignored by world composition distance streaming, so streaming state can be controlled by other systems (ex: in blueprints).

◆ GetbShouldBeLoaded()

bool GetbShouldBeLoaded ( ) const

Whether the level should be loaded.

◆ GetbShouldBeVisible()

bool GetbShouldBeVisible ( ) const

Whether the level should be visible if it is loaded.

◆ GetbShouldBlockOnLoad()

bool GetbShouldBlockOnLoad ( ) const

Whether we want to force a blocking load.

◆ GetbShouldBlockOnUnload()

bool GetbShouldBlockOnUnload ( ) const

Whether we want to force a blocking unload.

◆ GetIsRequestingUnloadAndRemoval()

bool GetIsRequestingUnloadAndRemoval ( ) const

Returns if the streaming level has requested to be unloaded and removed.

◆ GetLevelLODIndex()

const int & GetLevelLODIndex ( ) const

Requested LOD. Non LOD sub-levels have Index = -1.

◆ GetLoadedLevel()

ULevel GetLoadedLevel ( ) const

Gets a pointer to the LoadedLevel value.

◆ GetStreamingPriority()

const int & GetStreamingPriority ( ) const

The relative priority of considering the streaming level. Changing the priority will not interrupt the currently considered level, but will affect the next time a level is being selected for evaluation.

◆ GetWorldAssetPackageFName()

FName GetWorldAssetPackageFName ( ) const

Gets the package name for the world asset referred to by this level streaming as an FName.

◆ IsLevelLoaded()

bool IsLevelLoaded ( ) const

Returns whether streaming level is loaded.

◆ IsLevelVisible()

bool IsLevelVisible ( ) const

Returns whether streaming level is visible.

◆ IsStreamingStatePending()

bool IsStreamingStatePending ( ) const

Returns whether level has streaming state change pending.

◆ SetbDisableDistanceStreaming()

void SetbDisableDistanceStreaming ( bool Value)

Whether this level streaming object should be ignored by world composition distance streaming, so streaming state can be controlled by other systems (ex: in blueprints).

◆ SetbDrawOnLevelStatusMap()

void SetbDrawOnLevelStatusMap ( bool Value)

If true, will be drawn on the 'level streaming status' map (STAT LEVELMAP console command).

◆ SetbIsStatic()

void SetbIsStatic ( bool Value)

Whether this level only contains static actors that aren't affected by gameplay or replication. If true, the engine can make certain optimizations and will add this level to the StaticLevels collection.

◆ SetbShouldBeLoaded()

void SetbShouldBeLoaded ( bool bInShouldBeLoaded)

Whether the level should be loaded.

◆ SetbShouldBeVisible()

void SetbShouldBeVisible ( bool bInShouldBeVisible)

Whether the level should be visible if it is loaded.

◆ SetbShouldBlockOnLoad()

void SetbShouldBlockOnLoad ( bool Value)

Whether we want to force a blocking load.

◆ SetbShouldBlockOnUnload()

void SetbShouldBlockOnUnload ( bool Value)

Whether we want to force a blocking unload.

◆ SetIsRequestingUnloadAndRemoval()

void SetIsRequestingUnloadAndRemoval ( bool bInIsRequestingUnloadAndRemoval)

Sets if the streaming level should be unloaded and removed.

◆ SetLevelLODIndex()

void SetLevelLODIndex ( int LODIndex)

Sets the world composition level LOD index and marks the streaming level as requiring consideration.

◆ SetPriority()

void SetPriority ( int NewPriority)

Sets the relative priority of considering the streaming level. Changing the priority will not interrupt the currently considered level, but will affect the next time a level is being selected for evaluation.

◆ SetShouldBeLoaded()

void SetShouldBeLoaded ( bool bInShouldBeLoaded)

Virtual that can be overridden to change whether a streaming level should be loaded. Doesn't do anything at the base level as should be loaded defaults to true.

◆ SetShouldBeVisible()

void SetShouldBeVisible ( bool bInShouldBeVisible)

Sets the should be visible flag and marks the streaming level as requiring consideration.

◆ SetStreamingPriority()

void SetStreamingPriority ( int NewPriority)

The relative priority of considering the streaming level. Changing the priority will not interrupt the currently considered level, but will affect the next time a level is being selected for evaluation.

◆ ShouldBeLoaded()

bool ShouldBeLoaded ( ) const

Return whether this level should be present in memory which in turn tells the streaming code to stream it in. Please note that a change in value from false to true only tells the streaming code that it needs to START streaming it in so the code needs to return true an appropriate amount of time before it is needed.

Returns
true if level should be loaded/ streamed in, false otherwise

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ bDisableDistanceStreaming

bool bDisableDistanceStreaming

Whether this level streaming object should be ignored by world composition distance streaming, so streaming state can be controlled by other systems (ex: in blueprints).

◆ bShouldBeLoaded

bool bShouldBeLoaded

Whether the level should be loaded.

◆ bShouldBeVisible

bool bShouldBeVisible

Whether the level should be visible if it is loaded.

◆ bShouldBlockOnLoad

bool bShouldBlockOnLoad

Whether we want to force a blocking load.

◆ bShouldBlockOnUnload

bool bShouldBlockOnUnload

Whether we want to force a blocking unload.

◆ EditorStreamingVolumes

TArray<TObjectPtr<ALevelStreamingVolume> > EditorStreamingVolumes

The level streaming volumes bound to this level.

◆ IsRequestingUnloadAndRemoval

bool IsRequestingUnloadAndRemoval

Returns if the streaming level has requested to be unloaded and removed.

◆ LevelColor

FLinearColor LevelColor

The level color used for visualization. (Show -> Advanced -> Level Coloration).

◆ LevelLODIndex

int LevelLODIndex

Requested LOD. Non LOD sub-levels have Index = -1.

◆ LevelTransform

FTransform LevelTransform

Transform applied to actors after loading.

◆ LoadedLevel

const ULevel LoadedLevel

Pointer to Level object if currently loaded/ streamed in.

◆ MinTimeBetweenVolumeUnloadRequests

float32 MinTimeBetweenVolumeUnloadRequests

Cooldown time in seconds between volume-based unload requests. Used in preventing spurious unload requests.

◆ OnLevelHidden

Called when level is no longer visible, may not be removed from world yet.

◆ OnLevelLoaded

Called when level is streamed in.

◆ OnLevelShown

Called when level is added to the world and is visible.

◆ OnLevelUnloaded

FLevelStreamingLoadedStatus OnLevelUnloaded

Called when level is streamed out.

◆ StreamingPriority

int StreamingPriority

The relative priority of considering the streaming level. Changing the priority will not interrupt the currently considered level, but will affect the next time a level is being selected for evaluation.

◆ WorldAsset

TSoftObjectPtr<UWorld> WorldAsset

The reference to the world containing the level to load.

◆ WorldAssetPackageFName

const FName WorldAssetPackageFName

Gets the package name for the world asset referred to by this level streaming as an FName.