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 clear_actor_selection_set() → None?

Remove all actors from the selection set

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 editor_invalidate_viewports() → None?

Editor Invalidate Viewports

classmethod editor_play_simulate() → None?

Editor Play Simulate

classmethod editor_set_game_view(game_view) → None?

Editor Set Game View

Parameters:game_view (bool) –
classmethod eject_pilot_level_actor() → None?

Eject Pilot Level Actor

classmethod get_actor_reference(path_to_actor) → Actor?

Attempts to find the actor specified by PathToActor in the current editor world

Parameters:path_to_actor (str) – The path to the actor (e.g. PersistentLevel.PlayerStart)
Returns:A reference to the actor, or none if it wasn’t found
Return type:Actor
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_game_world() → World?

Get Game World

Returns:
Return type:World
classmethod get_level_viewport_camera_info() → (camera_location=Vector, camera_rotation=Rotator) or None?

Gets information about the camera position for the primary level editor viewport. In non-editor builds, these will be zeroed

Returns:Whether or not we were able to get a camera for a level editing viewport

camera_location (Vector): (out) Current location of the level editing viewport camera, or zero if none found

camera_rotation (Rotator): (out) Current rotation of the level editing viewport camera, or zero if none found

Return type:tuple or None
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 pilot_level_actor(actor_to_pilot) → None?

Pilot Level Actor

Parameters:actor_to_pilot (Actor) –
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 select_nothing() → None?

Selects nothing in the editor (another way to clear the selection)

classmethod set_actor_selection_state(actor, should_be_selected) → None?

Set the selection state for the selected actor

Parameters:
  • actor (Actor) –
  • should_be_selected (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_level_viewport_camera_info(camera_location, camera_rotation) → None?

Sets information about the camera position for the primary level editor viewport.

Parameters:
  • camera_location (Vector) – Location the camera will be moved to.
  • camera_rotation (Rotator) – Rotation the camera will be set to.
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