ULevelEditorSubsystem

[ULevelEditorSubsystem](API\Editor\LevelEditor\ULevelEditorSubsystem) Subsystem for exposing Level Editor related functionality to scripts

Unreal Engine C++ API Reference > Editor > LevelEditor

Inheritance Hierarchy

References

   
Module LevelEditor
Header /Engine/Source/Editor/LevelEditor/Public/LevelEditorSubsystem.h
Include #include "LevelEditorSubsystem.h"

Syntax

class ULevelEditorSubsystem :  
    public [UEditorSubsystem](API\Editor\EditorSubsystem\UEditorSubsystem),  
    public [IActorEditorContextClient](API\Editor\UnrealEd\IActorEditorContextClient)  

Remarks

ULevelEditorSubsystem Subsystem for exposing Level Editor related functionality to scripts

Variables

Type Name Description
FOnLevelEditorE... OnEditorCameraMoved Expose EditorCameraMoved to blueprints
FOnLevelEditorM... OnMapChanged Expose MapChanged to blueprints.
FOnLevelEditorM... OnMapOpened Expose MapOpened to blueprints
FOnLevelEditorP... OnPostSaveWorld Expose PostSaveWorld to blueprints
FOnLevelEditorP... OnPreSaveWorld Expose PreSaveWorld to blueprints

Functions

Type Name Description
bool BuildLightMaps ( ELightingBuildQuality Quality, bool bWithReflectionCaptures ) Build Light Maps and optionally the reflection captures.
bool EditorGetGameView ( FName ViewportConfigKey )  
void EditorInvalidateViewports ()  
void EditorPlaySimulate ()  
void EditorRequestEndPlay ()  
void EditorSetGameView ( bool bGameView, FName ViewportConfigKey )  
void EjectPilotLevelActor ( FName ViewportConfigKey )  
void ExtendQuickActionMenu ()  
FName GetActiveViewportConfigKey ()  
bool GetAllowsCinematicControl ( FName ViewportConfigKey )  
ULevel * GetCurrentLevel () Get the current level used by the world editor.
FEditorModeT... GetLevelEditorModeManager () Gets the global level editor mode manager, if we have one.
AActor * GetPilotLevelActor ( FName ViewportConfigKey )  
UTypedElemen... GetSelectionSet () Get the selection set for the current world, you can use this to track and create changes to the level editor's selection
TArray< FNam... GetViewportConfigKeys ()  
bool IsInPlayInEditor ()  
bool LoadLevel ( const FString& AssetPath ) Close the current Persistent Level (without saving it). Loads the specified level.
bool NewLevel ( const FString& AssetPath ) Close the current Persistent Level (without saving it).
bool NewLevelFromTemplate ( const FString& AssetPath, const FString& TemplateAssetPath ) Close the current Persistent Level (without saving it).
void PilotLevelActor ( const FToolMenuContext& InContext )  
void PilotLevelActor ( AActor* ActorToPilot, FName ViewportConfigKey )  
bool SaveAllDirtyLevels () Saves all Level currently loaded by the World Editor.
bool SaveCurrentLevel () Saves the specified Level. Must already be saved at lease once to have a valid path.
void SetAllowsCinematicControl ( bool bAllow, FName ViewportConfigKey )  
bool SetCurrentLevelByName ( FName LevelName ) Set the current level used by the world editor.

Overridden from USubsystem

Type Name Description
void Deinitialize () Implement this for deinitialization of instances of the system
void Initialize ( FSubsystemCollectionBase& Collecti... ) Implement this for initialization of instances of the system

Overridden from IActorEditorContextClient

Type Name Description
bool CanResetContext ( UWorld* InWorld )  
bool GetActorEditorContextDisplayInfo ( UWorld* InWorld, FActorEditorContextClientDisplayInf... )  
TSharedRef< ... GetActorEditorContextWidget ( UWorld* InWorld )  
FOnActorEdit... GetOnActorEditorContextClientChanged ()  
void OnExecuteActorEditorContextAction ( UWorld* InWorld, const EActorEditorContextAction& I..., AActor* InActor )  

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