unreal.LevelStreaming

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

Bases: unreal.Object

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.

C++ Source:

  • Module: Engine
  • File: LevelStreaming.h

Editor Properties: (see get_editor_property/set_editor_property)

  • disable_distance_streaming (bool): [Read-Write] 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)
  • draw_on_level_status_map (bool): [Read-Write] If true, will be drawn on the ‘level streaming status’ map (STAT LEVELMAP console command)
  • editor_streaming_volumes (Array(LevelStreamingVolume)): [Read-Write] The level streaming volumes bound to this level.
  • is_static (bool): [Read-Write] 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.
  • level_color (LinearColor): [Read-Write] The level color used for visualization. (Show -> Advanced -> Level Coloration)
  • level_lod_index (int32): [Read-Write] Requested LOD. Non LOD sub-levels have Index = -1
  • level_transform (Transform): [Read-Write] Transform applied to actors after loading.
  • min_time_between_volume_unload_requests (float): [Read-Write] Cooldown time in seconds between volume-based unload requests. Used in preventing spurious unload requests.
  • on_level_hidden (LevelStreamingVisibilityStatus): [Read-Write] Called when level is removed from the world
  • on_level_loaded (LevelStreamingLoadedStatus): [Read-Write] Called when level is streamed in
  • on_level_shown (LevelStreamingVisibilityStatus): [Read-Write] Called when level is added to the world
  • on_level_unloaded (LevelStreamingLoadedStatus): [Read-Write] Called when level is streamed out
  • should_be_loaded (bool): [Read-Write] Whether the level should be loaded
  • should_be_visible (bool): [Read-Write] Whether the level should be visible if it is loaded
  • should_block_on_load (bool): [Read-Write] Whether we want to force a blocking load
  • should_block_on_unload (bool): [Read-Write] Whether we want to force a blocking unload
  • streaming_priority (int32): [Read-Write] 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.
  • world_asset (World): [Read-Only] The reference to the world containing the level to load
create_instance(unique_instance_name) → LevelStreaming

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

Parameters:unique_instance_name (str) –
Returns:
Return type:LevelStreaming
disable_distance_streaming

(bool) – [Read-Write] 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)

get_loaded_level() → Level

Gets a pointer to the LoadedLevel value

Returns:
Return type:Level
get_world_asset_package_f_name() → Name

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

Returns:
Return type:Name
is_level_loaded() → bool

Returns whether streaming level is loaded

Returns:
Return type:bool
is_level_visible() → bool

Returns whether streaming level is visible

Returns:
Return type:bool
is_streaming_state_pending() → bool

Returns whether level has streaming state change pending

Returns:
Return type:bool
level_lod_index

(int32) – [Read-Write] Requested LOD. Non LOD sub-levels have Index = -1

level_transform

(Transform) – [Read-Write] Transform applied to actors after loading.

on_level_hidden

(LevelStreamingVisibilityStatus) – [Read-Write] Called when level is removed from the world

on_level_loaded

(LevelStreamingLoadedStatus) – [Read-Write] Called when level is streamed in

on_level_shown

(LevelStreamingVisibilityStatus) – [Read-Write] Called when level is added to the world

on_level_unloaded

(LevelStreamingLoadedStatus) – [Read-Write] Called when level is streamed out

should_be_loaded

(bool) – [Read-Write] Whether the level should be loaded

should_be_visible

(bool) – [Read-Write] Whether the level should be visible if it is loaded

should_block_on_load

(bool) – [Read-Write] Whether we want to force a blocking load

should_block_on_unload

(bool) – [Read-Write] Whether we want to force a blocking unload

streaming_priority

(int32) – [Read-Write] 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.

world_asset

(World) – [Read-Only] The reference to the world containing the level to load