unreal.EditorLevelLibrary

class unreal.EditorLevelLibrary(outer=None, name='None')

Bases: unreal.BlueprintFunctionLibrary

Utility class to do most of the common functionalities in the World Editor. The editor should not be in play in editor mode.

C++ Source:

  • Plugin: EditorScriptingUtilities
  • Module: EditorScriptingUtilities
  • File: EditorLevelLibrary.h
classmethod convert_actors(actors, actor_class, static_mesh_package_path) -> Array(Actor)

Replace in the level all Actors provided with a new actor of type ActorClass. Destroy all Actors provided.

Parameters:
  • actors (Array(Actor)) – List of Actors to replace.
  • actor_class (type(Class)) – Class/Blueprint of the new actor that will be spawn.
  • static_mesh_package_path (str) – If the list contains Brushes and it is requested to change them to StaticMesh, StaticMeshPackagePath is the package path to where the StaticMesh will be created. ie. /Game/MyFolder/
Returns:

Return type:

Array(Actor)

classmethod create_proxy_mesh_actor(actors_to_merge, merge_options) → StaticMeshActor or None

Build a proxy mesh actor that can replace a set of mesh actors.

Parameters:
Returns:

Success of the proxy creation

out_merged_actor (StaticMeshActor): generated actor if requested

Return type:

StaticMeshActor or None

classmethod destroy_actor(actor_to_destroy) → bool

Destroy the actor from the world editor. Notify the Editor that the actor got destroyed.

Parameters:actor_to_destroy (Actor) –
Returns:True if the operation succeeds.
Return type:bool
classmethod get_all_level_actors() -> Array(Actor)

Find all loaded Actors in the world editor. Exclude actor that are pending kill, in PIE, PreviewEditor, …

Returns:List of found Actors
Return type:Array(Actor)
classmethod get_all_level_actors_components() -> Array(ActorComponent)

Find all loaded ActorComponent own by an actor in the world editor. Exclude actor that are pending kill, in PIE, PreviewEditor, …

Returns:List of found ActorComponent
Return type:Array(ActorComponent)
classmethod get_editor_world() → World

Find the World in the world editor. It can then be used as WorldContext by other libraries like GameplayStatics.

Returns:The World used by the world editor.
Return type:World
classmethod get_selected_level_actors() -> Array(Actor)

Find all loaded Actors that are selected in the world editor. Exclude actor that are pending kill, in PIE, PreviewEditor, …

Returns:List of found Actors
Return type:Array(Actor)
classmethod join_static_mesh_actors(actors_to_join, join_options) → Actor

Create a new Actor in the level that contains a duplicate of all the Actors Static Meshes Component. The ActorsToJoin need to be in the same Level. This will have a low impact on performance but may help the edition by grouping the meshes under a single Actor.

Parameters:
Returns:

The new created actor.

Return type:

Actor

classmethod load_level(asset_path) → bool

Close the current Persistent Level (without saving it). Loads the specified level.

Parameters:asset_path (str) – Asset Path of the level to be loaded. ie. /Game/MyFolder/MyAsset
Returns:True if the operation succeeds.
Return type:bool
classmethod merge_static_mesh_actors(actors_to_merge, merge_options) → StaticMeshActor or None

Merge the meshes into a unique mesh with the provided StaticMeshActors. There are multiple options on how to merge the meshes and their materials. The ActorsToMerge need to be in the same Level. This may have a high impact on performance depending of the MeshMergingSettings options.

Parameters:
Returns:

if the operation is successful.

out_merged_actor (StaticMeshActor): The new created actor, if requested.

Return type:

StaticMeshActor or None

classmethod new_level(asset_path) → bool

Close the current Persistent Level (without saving it). Create a new blank Level and save it. Load the new created level.

Parameters:asset_path (str) – Asset Path of where the level will be saved. ie. /Game/MyFolder/MyAsset
Returns:True if the operation succeeds.
Return type:bool
classmethod new_level_from_template(asset_path, template_asset_path) → bool

Close the current Persistent Level (without saving it). Create a new Level base on another level and save it. Load the new created level.

Parameters:
  • asset_path (str) – Asset Path of where the level will be saved. ie. /Game/MyFolder/MyAsset
  • template_asset_path (str) – Level to be used as Template. ie. /Game/MyFolder/MyAsset
Returns:

True if the operation succeeds.

Return type:

bool

classmethod replace_mesh_components_materials(mesh_components, material_to_be_replaced, new_material) → None

Find the references of the material MaterialToReplaced on all the MeshComponents provided and replace it by NewMaterial.

Parameters:
classmethod replace_mesh_components_materials_on_actors(actors, material_to_be_replaced, new_material) → None

Find the references of the material MaterialToReplaced on all the MeshComponents of all the Actors provided and replace it by NewMaterial.

Parameters:
classmethod replace_mesh_components_meshes(mesh_components, mesh_to_be_replaced, new_mesh) → None

Find the references of the mesh MeshToBeReplaced on all the MeshComponents provided and replace it by NewMesh. The editor should not be in play in editor mode.

Parameters:
classmethod replace_mesh_components_meshes_on_actors(actors, mesh_to_be_replaced, new_mesh) → None

Find the references of the mesh MeshToBeReplaced on all the MeshComponents of all the Actors provided and replace it by NewMesh.

Parameters:
  • actors (Array(Actor)) – List of Actors to search from.
  • mesh_to_be_replaced (StaticMesh) – Mesh we want to replace.
  • new_mesh (StaticMesh) – Mesh to replace MeshToBeReplaced by.
classmethod save_all_dirty_levels() → bool

Saves all Level currently loaded by the World Editor.

Returns:True if the operation succeeds.
Return type:bool
classmethod save_current_level() → bool

Saves the specified Level. Must already be saved at lease once to have a valid path.

Returns:True if the operation succeeds.
Return type:bool
classmethod set_current_level_by_name(level_name) → bool

Set the current level used by the world editor. If more than one level shares the same name, the first one encounter of that level name will be used.

Parameters:level_name (Name) – The name of the Level the actor belongs to (same name as in the ContentBrowser).
Returns:True if the operation succeeds.
Return type:bool
classmethod set_selected_level_actors(actors_to_select) → None

Clear the current world editor selection and select the provided actors. Exclude actor that are pending kill, in PIE, PreviewEditor, …

Parameters:actors_to_select (Array(Actor)) – Actor that should be selected in the world editor.
classmethod spawn_actor_from_class(actor_class, location, rotation=[0.000000, 0.000000, 0.000000]) → Actor

Create an actor and place it in the world editor. Can be created from a Blueprint or a Class. The actor will be created in the current level and will be selected.

Parameters:
  • actor_class (type(Class)) – Asset to attempt to use for an actor to place.
  • location (Vector) – Location of the new actor.
  • rotation (Rotator) –
Returns:

The created actor.

Return type:

Actor

classmethod spawn_actor_from_object(object_to_use, location, rotation=[0.000000, 0.000000, 0.000000]) → Actor

Create an actor and place it in the world editor. The Actor can be created from a Factory, Archetype, Blueprint, Class or an Asset. The actor will be created in the current level and will be selected.

Parameters:
  • object_to_use (Object) – Asset to attempt to use for an actor to place.
  • location (Vector) – Location of the new actor.
  • rotation (Rotator) –
Returns:

The created actor.

Return type:

Actor