Saltar al contenido principal

Kit level

193 herramientas. Generado a partir del código fuente del plugin; no lo edites a mano.

Las descripciones de las herramientas y de los argumentos se muestran en inglés porque reflejan el schema de las herramientas (el mismo texto que el agente recibe en tools/list).

Guía​

Everything about the world the agent is building: maps and sublevels, editor layers, World Settings, environment actors (sun, sky light, sky atmosphere, fog, clouds, reflection captures), post-process volumes and settings, splines and spline meshes, gameplay/utility volumes, lighting builds and Lightmass, navigation, and (UE 5) World Partition, data layers and level instances.

Works on UE 4.27 through 5.8 (175 tools on 4.27, 192 on 5.8). Tools marked with a minimum engine version are hidden on older engines. The kit is split over eight classes (UUeaKit_Level, UUeaKit_LevelEnvironment, UUeaKit_LevelPostProcess, UUeaKit_LevelSplines, UUeaKit_LevelVolumes, UUeaKit_LevelLighting, UUeaKit_LevelNav, UUeaKit_LevelPartition) that all expose the level. namespace.

Generic actor work (spawn, transform, properties, selection, folders, groups) lives in the actor kit; asset CRUD in asset; PIE and undo in edit.

Start here​

  1. level.get_current — name, package, dirty/untitled state, actor and sublevel counts, whether the level is partitioned, unbuilt lighting and world bounds.
  2. level.list_environment — which of sun / sky light / sky atmosphere / fog / clouds / reflection captures already exist.
  3. level.setup_default_environment — creates the missing ones in one call.
  4. level.get_stats — actors by class, lights, meshes, brushes, volumes, estimated triangles.

Tools​

Maps and sublevels​

ToolPurpose
level.list_maps / level.list_templatesLevel assets in a folder; engine template maps.
level.createNew level asset (optionally from a template), optionally opened and saved.
level.open / level.saveOpen a level; save the open level (saveAs for save-as).
level.duplicate_map / level.rename_map / level.delete_mapLevel asset lifecycle.
level.get_current / level.get_stats / level.get_package_infoState, content statistics, file path and size.
level.list_sublevels / level.get_sublevelSublevels with class, loaded/visible/locked state, transform and actor count.
level.add_sublevel / level.create_sublevel / level.remove_sublevelAdd an existing level, create + add a new one, remove one.
level.set_sublevel_visible / _loaded / _locked / _transform / _streaming_classPer-sublevel editing state.
level.set_current_sublevel / level.get_current_sublevelWhich level new actors spawn into.
level.move_actors_to_sublevel / level.list_actors_in_sublevelMove actors between levels; list a level's actors.
level.list_streaming_volumes / level.add_streaming_volumeLevel streaming volumes and the sublevels they drive.
level.find_actors_by_class_in_worldQuick class query over the whole world.
level.get_level_blueprint / level.open_level_blueprintThe persistent level's Level Blueprint.

World Settings​

level.set_game_mode_override, level.set_kill_z, level.set_world_gravity, level.set_world_to_meters, level.set_time_dilation_limits, and level.get_world_settings_full (every editable AWorldSettings property with its value).

Layers​

level.list_layers, level.create_layer, level.rename_layer, level.delete_layer, level.set_layer_visible, level.add_actors_to_layer, level.remove_actors_from_layer, level.get_layer_actors, level.get_actor_layers.

Environment​

ToolPurpose
level.setup_default_environmentSun + sky light + sky atmosphere + fog (+ clouds) in one call; skips what exists.
level.add_directional_light / add_point_light / add_spot_light / add_rect_light / add_sky_lightLight actors with intensity, colour, mobility, shadows and extra properties.
level.add_sky_atmosphere / add_volumetric_cloud / add_exponential_fog / add_atmospheric_fogSky and fog actors (add_atmospheric_fog is the legacy deprecated actor).
level.add_reflection_capture / add_planar_reflection / list_reflection_captures / recapture_reflectionsReflections.
level.list_lights / level.get_lightLights with intensity, colour, mobility, shadows; full component property dump.
level.set_light / set_lights_manyAny subset of a light's settings, one light or many.
level.set_light_mobility / set_light_channels / set_light_ies / set_light_functionMobility, lighting channels, IES profile, light function material.
level.set_sun_rotation / level.set_sun_from_timePoint the sun by pitch/yaw, or by hour of day + latitude.
level.get_sky_light / set_sky_light / recapture_sky_lightSky light settings and recapture.
level.get_sky_atmosphere / set_sky_atmosphereRayleigh/Mie scattering, ground albedo, atmosphere height, multi-scattering.
level.get_volumetric_cloud / set_volumetric_cloudLayer altitude/height, tracing distances, cloud material.
level.get_fog / set_fogDensity, falloff, colour, start distance, volumetric fog, second fog layer.
level.list_environment / level.apply_environment_presetOverview; day / noon / sunset / night / overcast / foggy moods.
level.delete_environment_actorsDelete environment actors by kind.

Post process​

Every setter writes FPostProcessSettings and turns on the matching bOverride_* flag. The target is a post-process volume, a camera actor, a cine camera, or any actor whose components carry post-process settings.

ToolPurpose
level.add_post_process_volumeUnbound by default, so it affects the whole level.
level.list_post_process_volumesPriority, bounds mode, enabled, overridden field count.
level.get_post_process / level.set_post_processEvery field with value + overridden flag; generic setter by field name.
level.clear_post_process_overrides / level.reset_post_processStop overriding some/all fields; default-construct the settings.
level.set_post_process_volumeThe volume's own settings (unbound, priority, blend radius/weight, enabled, extent).
level.set_bloom / set_exposure / set_color_grading / set_ambient_occlusion / set_motion_blur / set_depth_of_field / set_vignette / set_film_grain (5.0+) / set_chromatic_aberration / set_lens_flares / set_white_balanceTyped setters for the common looks.
level.set_global_illumination (5.0+) / level.set_reflection_methodLumen / SSGI / SSR.
level.add_post_process_material / remove_post_process_material / list_post_process_materialsWeighted blendables.
level.copy_post_processCopy the whole struct (including override flags) between targets.

Splines​

level.add_spline (points, closed, local/world), list_splines, get_spline, get_spline_points, add_spline_point, remove_spline_point, set_spline_point, set_spline_points, clear_spline, set_spline_closed, set_spline_point_type, reverse_spline, get_spline_length, sample_spline (distance or 0..1 alpha), sample_spline_evenly, spline_from_actors, place_along_spline (actor class or static mesh, count or spacing, align to tangent), add_spline_mesh_segments, list_spline_meshes, clear_spline_meshes, export_spline / import_spline (JSON round trip).

Volumes​

level.list_volume_kinds lists every kind level.add_volume accepts: trigger_box, trigger_sphere, trigger_capsule, blocking, kill_z, pain_causing, nav_modifier, nav_mesh_bounds, audio, physics, cull_distance, lightmass_importance, precomputed_visibility, camera_blocking, level_streaming, post_process.

Then: add_volume, list_volumes, get_volume, set_volume_extent, resize_volume_to_actors, set_trigger_collision, set_pain_volume, set_physics_volume, set_audio_volume, set_cull_distances, set_nav_modifier_area, set_volume_priority, set_blocking_volume_collision, add_nav_mesh_bounds, get_nav_bounds, delete_volumes.

Lighting​

level.build_lighting (quality preview/medium/high/production, wait), build_geometry, build_all, get_build_status, get_lightmass_settings / set_lightmass_settings, set_lighting_scenario / list_lighting_scenarios, set_lightmap_resolution / set_lightmap_resolution_many / get_lightmap_stats, set_lights_mobility_many, set_directional_shadows, set_light_indirect, invalidate_lighting, list_unbuilt_lights, build_reflection_captures, set_force_no_precomputed_lighting, repair_build_data_ids.

level.build_navigation (wait), get_navigation_status, list_nav_data, get_nav_settings, set_nav_agent, set_nav_runtime_generation, set_recast_settings, add_nav_link, list_nav_links, find_path, project_point_to_nav, get_random_reachable_point, is_point_on_nav, rebuild_dirty_nav.

World Partition (UE 5)​

level.is_partitioned (works on 4.27 too and returns false), list_data_layers (5.1+), create_data_layer (5.1+), set_data_layer_state, add_actors_to_data_layer, remove_actors_from_data_layer, get_actor_data_layers, set_actor_spatial, list_runtime_grids (5.4+), list_external_actors, load_region / unload_region (5.3+), list_level_instances, create_level_instance, break_level_instance, list_hlod_layers.

Recipe: a lit, playable level in three calls​

  1. level.setup_default_environment {sun:true, skyLight:true, skyAtmosphere:true, fog:true, sunPitch:-45}
  2. level.add_post_process_volume {name:"PP_Global", unbound:true}
  3. level.set_exposure {target:"PP_Global", method:"manual", bias:1} — without this the auto exposure of a new level makes everything look flat.

Then level.save {saveAs:"/Game/Maps/MyLevel"} (a brand new level is untitled until saved).

Recipe: sunset mood​

  1. level.apply_environment_preset {preset:"sunset", keepExisting:true}
  2. level.set_fog {density:"0.08", volumetric:"true"}
  3. level.set_sun_from_time {hour:18.5, latitude:40} for a precise time of day.
  4. level.set_color_grading {target:"PP_Global", temperature:"7500", saturation:"(X=1.1,Y=1.05,Z=1,W=1)"}

Recipe: a post-process look​

  1. level.set_bloom {target:"PP_Global", intensity:"0.8", threshold:"-1"}
  2. level.set_ambient_occlusion {target:"PP_Global", intensity:"0.6", radius:"80"}
  3. level.set_vignette {target:"PP_Global", intensity:"0.4"}
  4. level.get_post_process {target:"PP_Global", onlyOverridden:true} to review what you changed.
  5. level.copy_post_process {from:"PP_Global", to:"PP_Interior"} to reuse it.

Recipe: a spline road with meshes​

  1. level.add_spline {name:"Road", points:[{x:0,y:0,z:0},{x:2000,y:0,z:0},{x:4000,y:1500,z:0}]}
  2. level.set_spline_point_type {actor:"Road", type:"curve", index:-1}
  3. level.add_spline_mesh_segments {actor:"Road", staticMesh:"/Game/Meshes/SM_RoadSegment", forwardAxis:"x"}
  4. level.place_along_spline {actor:"Road", staticMesh:"/Game/Meshes/SM_Lamp", spacing:800, alignToTangent:true, offset:{x:0,y:250,z:0}}
  5. level.sample_spline_evenly {actor:"Road", count:20} if you need the waypoints for something else.

Recipe: trigger, nav bounds and a build​

  1. level.add_volume {kind:"trigger_box", name:"TB_Door", location:{x:0,y:0,z:100}, extent:{x:200,y:200,z:150}}
  2. level.set_trigger_collision {actor:"TB_Door", profile:"Trigger", generateOverlapEvents:"true"}
  3. level.add_nav_mesh_bounds {extent:{x:5000,y:5000,z:1000}}
  4. level.build_navigation {wait:true} then level.get_navigation_status.
  5. level.find_path {start:{x:0,y:0,z:0}, end:{x:3000,y:0,z:0}} to verify the navmesh connects.

Recipe: sublevel workflow​

  1. level.save first — a persistent level must exist on disk before it can own sublevels.
  2. level.create_sublevel {folder:"/Game/Maps", name:"L_Props", streamingClass:"blueprint"}
  3. level.set_current_sublevel {sublevel:"L_Props"} so new actors land there.
  4. level.move_actors_to_sublevel {actors:["SM_Crate1","SM_Crate2"], sublevel:"L_Props"}
  5. level.add_streaming_volume {sublevels:["L_Props"], extent:{x:3000,y:3000,z:1000}}
  6. level.set_sublevel_visible / level.set_sublevel_loaded while editing; level.list_sublevels to check the state.

Recipe: data layers (UE 5.1+, partitioned levels)​

  1. level.is_partitioned — everything else in this section returns E_NOT_SUPPORTED when false.
  2. level.create_data_layer {name:"DL_Vegetation", folder:"/Game/DataLayers", runtime:true}
  3. level.add_actors_to_data_layer {actors:["SM_Tree1","SM_Tree2"], dataLayer:"DL_Vegetation"}
  4. level.set_data_layer_state {dataLayer:"DL_Vegetation", state:"activated", visible:"true"}
  5. level.set_actor_spatial {actor:"BP_QuestGiver", spatiallyLoaded:false} for actors that must always be loaded.

Gotchas​

  • Untitled levels. A newly created level lives in /Temp/ until saved. level.add_sublevel, level.create_sublevel and level.save (without saveAs) all need a real package on disk — save the persistent level first.
  • Use the level.* map tools for maps, not the asset kit. level.duplicate_map, level.rename_map and level.delete_map go through world-aware engine APIs. The generic asset tools are built on UEditorAssetLibrary, which refuses anything "of type Map/Level" outright on 4.27. When one of these does fail, the reply now carries the engine's own error text.
  • Volumes are brushes. Most volume kinds are BSP brush actors: changing extent rebuilds the brush (level.set_volume_extent), it is not a scale. trigger_sphere and trigger_capsule are shape components instead and use radius. level.list_volume_kinds tells you which is which.
  • Unbound post-process volumes. level.add_post_process_volume defaults to unbound:true, which ignores the volume's bounds and affects the whole level — that is almost always what you want for a global look. Set unbound:false for a local zone.
  • Override flags. Reading a post-process field always returns a value; only overridden:true means the target actually applies it. level.get_post_process with onlyOverridden:true shows what you changed.
  • Optional setter fields are text. level.set_light, level.set_fog, level.set_bloom and friends take strings so an empty value means "leave unchanged" ("0" and "false" are real values). Colours are separate: pass color plus useColor:true.
  • Unknown fields are reported, not fatal. Fields that do not exist on the running engine (filmGrain* on 4.27, depthOfField.method on 5.x, bloomConvolutionScatterDispersion on 4.27) come back in failed with a reason instead of failing the whole call.
  • Invalid build-data GUIDs crash the engine, not just the tool. UMapBuildDataRegistry does check(Guid.IsValid()), so a sky atmosphere, reflection capture or light component carrying a zero GUID asserts the editor the moment a build touches it — and a component spawned by script can end up that way. Every build tool in this kit (build_lighting, build_geometry, build_all, build_reflection_captures, recapture_reflections) repairs them first and reports what it fixed in repaired[]. level.repair_build_data_ids runs the same pass on its own if you want to check or fix a level before handing it to another tool.
  • Lighting builds are slow. level.build_lighting returns immediately unless you pass wait:true; poll level.get_build_status otherwise. It is not undoable.
  • Unbuilt lighting. Adding or moving a static/stationary light marks the level's lighting out of date (level.get_current reports lightingUnbuilt). Use movable lights, or level.set_force_no_precomputed_lighting {enabled:true}, to skip baking entirely.
  • Navigation needs bounds. There is no navmesh until a nav_mesh_bounds volume exists; level.find_path and level.project_point_to_nav return "not found" until then. maxSlope is a Recast generation setting, not an agent property — set it with level.set_recast_settings {properties:[{key:"AgentMaxSlope", value:"44"}]}.
  • Partition tools are 5.x only and return a clean E_NOT_SUPPORTED on a non-partitioned world rather than failing hard. level.is_partitioned works on every version.
  • level.load_region holds the region for the session. The loader adapter must stay alive or the cells unload again immediately, so the kit keeps it until level.unload_region releases it. level.unload_region therefore only releases regions this session loaded; it reports that clearly when a box matches nothing.
  • Transactions. Every Mutates tool is wrapped in an editor transaction, so edit.undo works. Builds, level.save, level.delete_map and level.set_nav_agent (which writes DefaultEngine.ini) are not undoable.
  • Actor references accept an actor label, an object name or a unique class name ("Sun", "DirectionalLight_1", "PointLight"), matched in that order, then by unique prefix.
  • New and edited level actors are dirty in memory until level.save / asset.save_all.

Herramientas​

Leyenda. riesgo 0 = solo lectura, 1 = operación inofensiva del editor, 2 = modifica un asset, 3 = elimina/reemplaza un asset, 4 = proyecto/configuración/build, 5 = potencialmente destructivo (las llamadas por encima de MaxAutoRisk requieren "_confirm": true). modifica = se ejecuta en una transacción (edit.undo la revierte). requiere PIE / requiere mundo = se rechaza sin una sesión PIE / sin un nivel abierto. requiere el plugin = no disponible cuando el plugin está desactivado. dryRun = acepta el argumento dryRun. smoke = cubierto por edit.self_test.

level.add_actors_to_data_layer (riesgo 2, modifica, UE 5.1+, requiere mundo)​

Assigns actors to a data layer. Not smoke-tested: needs a partitioned world.

ArgumentoTipoDescripción
actorsarray of stringobligatorio.
dataLayerstringobligatorio. Data layer short name or asset path.

Devuelve: changed, changedCount, failed, failedCount, message.

level.add_actors_to_layer (riesgo 2, modifica, requiere mundo)​

Adds actors to an editor layer (the layer is created when missing). Not smoke-tested: needs level actors that the self-test does not own.

ArgumentoTipoDescripción
actorsarray of stringobligatorio.
layerstringobligatorio.

Devuelve: changed, changedCount, failed, failedCount, message.

level.add_atmospheric_fog (riesgo 1, modifica, requiere mundo, smoke)​

Adds the legacy AtmosphericFog actor (deprecated by Epic; prefer level.add_sky_atmosphere).

ArgumentoTipoDescripción
namestring
location{x,y,z}
propertiesarray of UeaKeyValue

Devuelve: name, label, class, path, location, rotation, applied, failed, message.

level.add_directional_light (riesgo 2, modifica, requiere mundo, smoke)​

Adds a directional light (the sun).

ArgumentoTipoDescripción
namestringValor predeterminado TEXT("DirectionalLight").
rotation{x,y,z}Pitch/yaw/roll in degrees; a negative pitch points down. Valor predeterminado FUeaVec3(-45.0, 45.0, 0.0).
intensitynumberLight intensity in lux (engine default is 10). Valor predeterminado 10.0.
colorUeaColor
castShadowsbooleanValor predeterminado true.
atmosphereSunLightbooleanDrive the SkyAtmosphere sun disk with this light. Valor predeterminado true.
mobilitystring"static", "stationary" or "movable" (default). Valor predeterminado TEXT("movable").
propertiesarray of UeaKeyValueExtra property assignments applied to the light component.

Devuelve: name, label, class, path, location, rotation, applied, failed, message.

level.add_exponential_fog (riesgo 2, modifica, requiere mundo, smoke)​

Adds an exponential height fog actor.

ArgumentoTipoDescripción
namestringValor predeterminado TEXT("ExponentialHeightFog").
location{x,y,z}
densitynumberValor predeterminado 0.02.
heightFalloffnumberValor predeterminado 0.2.
fogColorUeaColor
startDistancenumberDistance in cm at which the fog starts. Valor predeterminado 0.0.
volumetricbooleanTurn on volumetric fog. Valor predeterminado false.
extinctionScalenumberVolumetric fog extinction scale. Valor predeterminado 1.0.
propertiesarray of UeaKeyValue

Devuelve: name, label, class, path, location, rotation, applied, failed, message.

Adds a nav link proxy connecting two world points (jumps, ledges, doors).

ArgumentoTipoDescripción
start{x,y,z}obligatorio. World location of the link's left point.
end{x,y,z}obligatorio. World location of the link's right point.
bidirectionalbooleanTraversable in both directions (default) or only from start to end. Valor predeterminado true.
namestringValor predeterminado TEXT("NavLinkProxy").

Devuelve: name, label, class, path, location, rotation, applied, failed, message.

level.add_nav_mesh_bounds (riesgo 2, modifica, requiere mundo, smoke)​

Adds a nav mesh bounds volume (navigation is only generated inside these).

ArgumentoTipoDescripción
namestringValor predeterminado TEXT("NavMeshBoundsVolume").
location{x,y,z}
extent{x,y,z}Half-size in cm. Valor predeterminado FUeaVec3(2000.0, 2000.0, 500.0).

Devuelve: name, label, class, path, location, rotation, applied, failed, message.

level.add_planar_reflection (riesgo 2, modifica, requiere mundo, smoke)​

Adds a planar reflection actor (mirrors, water).

ArgumentoTipoDescripción
namestringValor predeterminado TEXT("PlanarReflection").
location{x,y,z}
rotation{x,y,z}
propertiesarray of UeaKeyValue

Devuelve: name, label, class, path, location, rotation, applied, failed, message.

level.add_point_light (riesgo 2, modifica, requiere mundo, smoke)​

Adds a point light.

ArgumentoTipoDescripción
namestringValor predeterminado TEXT("PointLight").
location{x,y,z}
intensitynumberIntensity in candelas/lumens depending on the unit (engine default is 5000). Valor predeterminado 5000.0.
colorUeaColor
attenuationRadiusnumberAttenuation radius in cm. Valor predeterminado 1000.0.
sourceRadiusnumberSource radius in cm (soft shadows). Valor predeterminado 0.0.
castShadowsbooleanValor predeterminado true.
mobilitystring"static", "stationary" or "movable" (default). Valor predeterminado TEXT("movable").
propertiesarray of UeaKeyValue

Devuelve: name, label, class, path, location, rotation, applied, failed, message.

level.add_post_process_material (riesgo 2, modifica, requiere mundo)​

Adds a post-process material to the target's weighted blendables. Not smoke-tested: needs a project-authored post-process material.

ArgumentoTipoDescripción
materialstringobligatorio. Post-process material or material instance.
weightnumber0..1 blend weight. Valor predeterminado 1.0.

Devuelve: target, materials, count, message.

level.add_post_process_volume (riesgo 2, modifica, requiere mundo, smoke)​

Adds a post-process volume (unbound by default, so it affects the whole level).

ArgumentoTipoDescripción
namestringValor predeterminado TEXT("PostProcessVolume").
unboundbooleanAffect the whole level regardless of where the camera is (default true). Valor predeterminado true.
location{x,y,z}
extent{x,y,z}Half-size in cm when the volume is bounded. Valor predeterminado FUeaVec3(1000.0, 1000.0, 1000.0).
prioritynumberHigher priority wins where volumes overlap. Valor predeterminado 0.0.
blendRadiusnumberBlend distance in cm outside the volume. Valor predeterminado 100.0.
blendWeightnumber0..1 weight of this volume's settings. Valor predeterminado 1.0.
enabledbooleanValor predeterminado true.

Devuelve: name, label, class, path, location, rotation, applied, failed, message.

level.add_rect_light (riesgo 2, modifica, requiere mundo, smoke)​

Adds a rect (area) light.

ArgumentoTipoDescripción
namestringValor predeterminado TEXT("RectLight").
location{x,y,z}
rotation{x,y,z}
intensitynumberValor predeterminado 5000.0.
colorUeaColor
attenuationRadiusnumberValor predeterminado 1000.0.
sourceWidthnumberEmitter width in cm. Valor predeterminado 64.0.
sourceHeightnumberEmitter height in cm. Valor predeterminado 64.0.
barnDoorAnglenumberBarn door angle in degrees (0 = no barn doors). Valor predeterminado 0.0.
castShadowsbooleanValor predeterminado true.
mobilitystringValor predeterminado TEXT("movable").
propertiesarray of UeaKeyValue

Devuelve: name, label, class, path, location, rotation, applied, failed, message.

level.add_reflection_capture (riesgo 2, modifica, requiere mundo, smoke)​

Adds a sphere or box reflection capture.

ArgumentoTipoDescripción
shapestring"sphere" (default) or "box". Valor predeterminado TEXT("sphere").
namestring
location{x,y,z}
radiusnumberInfluence radius in cm (sphere captures). Valor predeterminado 3000.0.
extent{x,y,z}Half-size in cm (box captures). Valor predeterminado FUeaVec3(1000.0, 1000.0, 1000.0).
brightnessnumberValor predeterminado 1.0.
propertiesarray of UeaKeyValue

Devuelve: name, label, class, path, location, rotation, applied, failed, message.

level.add_sky_atmosphere (riesgo 2, modifica, requiere mundo, smoke)​

Adds a SkyAtmosphere actor (physically based sky).

ArgumentoTipoDescripción
namestring
location{x,y,z}
propertiesarray of UeaKeyValue

Devuelve: name, label, class, path, location, rotation, applied, failed, message.

level.add_sky_light (riesgo 2, modifica, requiere mundo, smoke)​

Adds a sky light.

ArgumentoTipoDescripción
namestringValor predeterminado TEXT("SkyLight").
realTimeCapturebooleanCapture the sky every frame (5.x real-time capture; ignored on 4.27 where it is off by default). Valor predeterminado true.
cubemapstringCubemap texture to use instead of capturing the scene.
intensitynumberValor predeterminado 1.0.
lowerHemisphereColorUeaColor
mobilitystringValor predeterminado TEXT("movable").
propertiesarray of UeaKeyValue

Devuelve: name, label, class, path, location, rotation, applied, failed, message.

level.add_spline (riesgo 2, modifica, requiere mundo, smoke)​

Creates an actor whose root is a spline component, optionally with the given points.

ArgumentoTipoDescripción
namestringValor predeterminado TEXT("Spline").
location{x,y,z}Actor location.
pointsarray of {x,y,z}Initial points; empty gives the engine's default two-point spline.
closedbooleanValor predeterminado false.
spacestring"local" (default) or "world" - how points are interpreted. Valor predeterminado TEXT("local").

Devuelve: name, label, class, path, location, rotation, applied, failed, message.

level.add_spline_mesh_segments (riesgo 2, modifica, requiere mundo)​

Builds a spline-mesh component per segment of a spline (roads, cables, pipes). Not smoke-tested: needs a static mesh asset, which an empty project may not have.

ArgumentoTipoDescripción
staticMeshstringobligatorio. Static mesh deformed along each segment.
segmentsintegerHow many segments to build; 0 (default) = one per point pair. Valor predeterminado 0.
forwardAxisstring"x" (default), "y" or "z". Valor predeterminado TEXT("x").
materialstringOptional material override.

Devuelve: actor, meshes, count, message.

level.add_spline_point (riesgo 2, modifica, requiere mundo, smoke)​

Adds a point to a spline (index -1 appends).

ArgumentoTipoDescripción
position{x,y,z}obligatorio.
spacestring"local" (default) or "world". Valor predeterminado TEXT("local").
indexintegerInsert index; -1 appends. Valor predeterminado -1.

Devuelve: actor, component, points, pointCount, length, closed, message.

level.add_spot_light (riesgo 2, modifica, requiere mundo, smoke)​

Adds a spot light.

ArgumentoTipoDescripción
namestringValor predeterminado TEXT("SpotLight").
location{x,y,z}
rotation{x,y,z}Pitch/yaw/roll in degrees. Valor predeterminado FUeaVec3(-90.0, 0.0, 0.0).
intensitynumberValor predeterminado 5000.0.
colorUeaColor
attenuationRadiusnumberValor predeterminado 1000.0.
sourceRadiusnumberValor predeterminado 0.0.
innerConenumberInner cone half-angle in degrees. Valor predeterminado 0.0.
outerConenumberOuter cone half-angle in degrees. Valor predeterminado 44.0.
castShadowsbooleanValor predeterminado true.
mobilitystringValor predeterminado TEXT("movable").
propertiesarray of UeaKeyValue

Devuelve: name, label, class, path, location, rotation, applied, failed, message.

level.add_streaming_volume (riesgo 2, modifica, requiere mundo)​

Adds a level streaming volume that loads/shows the given sublevels. Not smoke-tested: needs existing sublevels, which the transient self-test world has none of.

ArgumentoTipoDescripción
sublevelsarray of stringobligatorio. Sublevels the volume controls.
namestring
location{x,y,z}
extent{x,y,z}Half-size in cm (default 1000 on each axis). Valor predeterminado FUeaVec3(1000.0, 1000.0, 1000.0).
usagestring"loading_and_visibility" (default), "loading", "visibility_blocking_on_load", "blocking_on_load". Valor predeterminado TEXT("loading_and_visibility").

Devuelve: name, label, class, path, location, rotation, applied, failed, message.

level.add_sublevel (riesgo 2, modifica, requiere mundo)​

Adds an existing level asset to the current world as a streaming sublevel. Not smoke-tested: the self-test world is an unsaved transient level, which cannot own sublevels.

ArgumentoTipoDescripción
mapstringobligatorio. Level asset to add as a sublevel.
streamingClassstring"always_loaded" (default) or "blueprint". Valor predeterminado TEXT("always_loaded").
location{x,y,z}
rotation{x,y,z}

Devuelve: sublevel, message.

level.add_volume (riesgo 2, modifica, requiere mundo, smoke)​

Adds a volume of the given kind, sized by extent (or radius for sphere/capsule triggers).

ArgumentoTipoDescripción
kindstringobligatorio. One of level.list_volume_kinds, e.g. "trigger_box", "audio", "nav_mesh_bounds".
namestring
location{x,y,z}
extent{x,y,z}Half-size in cm (default 100 on each axis). Valor predeterminado FUeaVec3(100.0, 100.0, 100.0).
radiusnumberRadius in cm for trigger_sphere / trigger_capsule. Valor predeterminado 100.0.
rotation{x,y,z}
propertiesarray of UeaKeyValue

Devuelve: name, label, class, path, location, rotation, applied, failed, message.

level.add_volumetric_cloud (riesgo 2, modifica, requiere mundo, smoke)​

Adds a VolumetricCloud actor.

ArgumentoTipoDescripción
namestring
location{x,y,z}
propertiesarray of UeaKeyValue

Devuelve: name, label, class, path, location, rotation, applied, failed, message.

level.apply_environment_preset (riesgo 2, modifica, requiere mundo, smoke)​

Applies a lighting mood preset (day, noon, sunset, night, overcast, foggy).

ArgumentoTipoDescripción
presetstringobligatorio. day, noon, sunset, night, overcast or foggy.
keepExistingbooleanDo not create missing actors, only tune the ones that exist. Valor predeterminado true.

Devuelve: created, existing, createdCount, message.

level.break_level_instance (riesgo 3, modifica, destructivo, UE 5.1+, requiere mundo)​

Breaks a level instance apart, moving its actors back into the current level. Not smoke-tested: needs an existing level instance actor.

ArgumentoTipoDescripción
actorstringobligatorio. Level instance actor to break apart.
levelsintegerHow many nesting levels to break (1 by default). Valor predeterminado 1.

Devuelve: instances, count, message.

level.build_all (riesgo 4, requiere mundo)​

Runs the full "Build All" (geometry, lighting, navigation, HLOD). Not smoke-tested: long running and not undoable.

ArgumentoTipoDescripción
qualitystring"preview" (default), "medium", "high" or "production". Valor predeterminado TEXT("preview").
waitbooleanBlock until the build finishes (the tool runs off the game thread and polls). Valor predeterminado false.
maxFramesintegerMaximum editor frames to wait for when wait is on. Valor predeterminado 20000.

Devuelve: type, started, running, finished, framesWaited, unbuiltObjects, repaired, repairedCount, message.

level.build_geometry (riesgo 4, requiere mundo)​

Rebuilds BSP geometry of the current level. Not smoke-tested: a geometry rebuild is not undoable and would disturb the volumes created by the run.

Sin argumentos.

Devuelve: type, started, running, finished, framesWaited, unbuiltObjects, repaired, repairedCount, message.

level.build_lighting (riesgo 4, requiere mundo)​

Starts a lighting build; with wait=true the tool runs off the game thread and polls until it finishes. Not smoke-tested: a lighting build takes minutes and blocks the editor.

ArgumentoTipoDescripción
qualitystring"preview" (default), "medium", "high" or "production". Valor predeterminado TEXT("preview").
waitbooleanBlock until the build finishes (the tool runs off the game thread and polls). Valor predeterminado false.
maxFramesintegerMaximum editor frames to wait for when wait is on. Valor predeterminado 20000.

Devuelve: type, started, running, finished, framesWaited, unbuiltObjects, repaired, repairedCount, message.

level.build_navigation (riesgo 4, requiere mundo)​

Rebuilds the navigation data; with wait=true the tool runs off the game thread and polls. Not smoke-tested: a navigation build takes a long time and is not undoable.

ArgumentoTipoDescripción
waitbooleanBlock until the navigation build finishes (the tool runs off the game thread and polls). Valor predeterminado false.
maxFramesintegerMaximum editor frames to wait for when wait is on. Valor predeterminado 10000.

Devuelve: started, building, finished, framesWaited, remainingTasks, message.

level.build_reflection_captures (riesgo 1, requiere mundo, smoke)​

Rebuilds every reflection capture in the level (fast compared with a lighting build).

Sin argumentos.

Devuelve: type, started, running, finished, framesWaited, unbuiltObjects, repaired, repairedCount, message.

level.clear_post_process_overrides (riesgo 2, modifica, requiere mundo, smoke)​

Stops overriding the named fields (empty = every field).

ArgumentoTipoDescripción
keysarray of stringField names to stop overriding; empty clears every override.

Devuelve: target, fields, count, overriddenCount, applied, failed, message.

level.clear_spline (riesgo 3, modifica, destructivo, requiere mundo, smoke)​

Removes every point of a spline.

ArgumentoTipoDescripción
actorstringobligatorio. Actor carrying the spline component.
componentstringComponent name when the actor has more than one spline.

Devuelve: actor, component, points, pointCount, length, closed, message.

level.clear_spline_meshes (riesgo 3, modifica, destructivo, requiere mundo, smoke)​

Removes every spline-mesh component from a spline actor.

ArgumentoTipoDescripción
actorstringobligatorio. Actor carrying the spline component.
componentstringComponent name when the actor has more than one spline.

Devuelve: actor, meshes, count, message.

level.copy_post_process (riesgo 2, modifica, requiere mundo, smoke)​

Copies the whole FPostProcessSettings struct (including override flags) from one target to another.

ArgumentoTipoDescripción
fromstringobligatorio. Source target.
tostringobligatorio. Destination target.

Devuelve: target, fields, count, overriddenCount, applied, failed, message.

level.create (riesgo 2, modifica, smoke)​

Creates a level asset (optionally from a template), optionally opening and saving it.

ArgumentoTipoDescripción
folderstringobligatorio. Destination content folder, e.g. "/Game/Maps".
namestringobligatorio. Asset name of the new level.
templatestringOptional template level to copy (package path or unique name); empty = empty level.
openbooleanOpen the new level in the editor after creating it. Valor predeterminado false.
savebooleanSave the new level package to disk. Valor predeterminado false.

Devuelve: name, package, path, opened, saved, message.

level.create_data_layer (riesgo 2, modifica, UE 5.1+, requiere mundo)​

Creates a data layer asset and registers an instance of it in the world. Not smoke-tested: needs a partitioned world, which the self-test project does not have.

ArgumentoTipoDescripción
namestringobligatorio. Data layer asset name.
folderstringContent folder for the data layer asset, e.g. "/Game/DataLayers". Valor predeterminado TEXT("/Game/DataLayers").
runtimebooleanRuntime data layers can be loaded/unloaded at runtime; editor-only ones cannot. Valor predeterminado false.

Devuelve: dataLayers, count, message.

level.create_layer (riesgo 2, modifica, requiere mundo, smoke)​

Creates an empty editor layer.

ArgumentoTipoDescripción
namestringobligatorio.

Devuelve: layers, count.

level.create_level_instance (riesgo 2, modifica, UE 5.1+, requiere mundo)​

Moves actors into a new level asset and replaces them with a level instance actor. Not smoke-tested: writes a level asset to disk and may open a modal dialog.

ArgumentoTipoDescripción
actorsarray of stringobligatorio. Actors to move into the new level instance.
folderstringobligatorio. Destination folder for the new level asset.
namestringobligatorio. Asset name of the new level.
packedbooleanCreate a packed level actor instead of a plain level instance. Valor predeterminado false.

Devuelve: instances, count, message.

level.create_sublevel (riesgo 2, modifica, requiere mundo)​

Creates a new empty level asset and adds it to the current world as a sublevel. Not smoke-tested: the self-test world is an unsaved transient level, which cannot own sublevels.

ArgumentoTipoDescripción
folderstringobligatorio. Destination folder for the new level asset.
namestringobligatorio. Asset name of the new level.
streamingClassstring"always_loaded" (default) or "blueprint". Valor predeterminado TEXT("always_loaded").

Devuelve: sublevel, message.

level.delete_environment_actors (riesgo 3, modifica, destructivo, requiere mundo, smoke)​

Deletes environment actors of the given kinds (empty = all of them).

ArgumentoTipoDescripción
kindsarray of stringKinds to delete: sun, sky_light, sky_atmosphere, fog, clouds, reflection_capture, planar_reflection. Empty = every environment actor.

Devuelve: changed, changedCount, failed, failedCount, message.

level.delete_layer (riesgo 3, modifica, destructivo, requiere mundo, smoke)​

Deletes an editor layer (its actors stay in the level).

ArgumentoTipoDescripción
namestringobligatorio.

Devuelve: layers, count.

level.delete_map (riesgo 3, modifica, destructivo, smoke)​

Deletes a level asset. The level must not be the one currently open.

ArgumentoTipoDescripción
mapstringobligatorio. Level asset (package path or unique name).

Devuelve: message, count.

level.delete_volumes (riesgo 3, modifica, destructivo, requiere mundo, smoke)​

Deletes volumes by kind or by actor list.

ArgumentoTipoDescripción
kindstringDelete every volume of this kind; ignored when actors is given.
actorsarray of stringSpecific volume actors to delete.

Devuelve: changed, changedCount, failed, failedCount, message.

level.duplicate_map (riesgo 2, modifica, smoke)​

Duplicates a level asset into another folder/name.

ArgumentoTipoDescripción
mapstringobligatorio. Source level asset.
folderstringobligatorio. Destination folder.
namestringobligatorio. Destination asset name.

Devuelve: name, package, path, opened, saved, message.

level.export_spline (riesgo 0, requiere mundo, smoke)​

Exports a spline as JSON (points, tangents, types, closed flag).

ArgumentoTipoDescripción
actorstringobligatorio. Actor carrying the spline component.
componentstringComponent name when the actor has more than one spline.

Devuelve: actor, json, pointCount.

level.find_actors_by_class_in_world (riesgo 0, requiere mundo, smoke)​

Actors of a class (or subclass) in the current world.

ArgumentoTipoDescripción
classstringobligatorio. Class name, class path or Blueprint asset.
includeSublevelsbooleanInclude actors living in loaded sublevels (default true). Valor predeterminado true.
limitintegerValor predeterminado 200.

Devuelve: actors, count, total.

level.find_path (riesgo 0, requiere mundo, smoke)​

Finds a navmesh path between two world points and returns its waypoints.

ArgumentoTipoDescripción
start{x,y,z}obligatorio.
end{x,y,z}obligatorio.

Devuelve: valid, partial, points, count, length, message.

level.get_actor_data_layers (riesgo 0, UE 5.1+, requiere mundo)​

Data layers an actor belongs to. Not smoke-tested: needs a partitioned world and a level actor.

ArgumentoTipoDescripción
actorstringobligatorio. Actor label, object name or unique class name.

Devuelve: dataLayers, count, message.

level.get_actor_layers (riesgo 0, requiere mundo)​

Editor layers an actor belongs to. Not smoke-tested: needs a level actor that the self-test does not own.

ArgumentoTipoDescripción
actorstringobligatorio. Actor label, object name or unique class name.

Devuelve: layers, count.

level.get_build_status (riesgo 0, requiere mundo, smoke)​

Whether a lighting, geometry or navigation build is running, and how much is unbuilt.

Sin argumentos.

Devuelve: lightingBuilding, anyBuildRunning, navigationBuilding, unbuiltLightingObjects, unbuiltReflectionCaptures, remainingNavBuildTasks, configuredLightingQuality, message.

level.get_current (riesgo 0, requiere mundo, smoke)​

The level currently open: name, package, dirty/untitled state, actor and sublevel counts, partitioning, unbuilt lighting and bounds.

Sin argumentos.

Devuelve: name, package, path, dirty, untitled, actorCount, sublevelCount, partitioned, unbuiltLightingObjects, lightingUnbuilt, boundsMin, boundsMax, gameModeOverride.

level.get_current_sublevel (riesgo 0, requiere mundo, smoke)​

The level new actors are currently spawned into.

Sin argumentos.

Devuelve: sublevel, message.

level.get_fog (riesgo 0, requiere mundo, smoke)​

Settings of the exponential height fog actor.

ArgumentoTipoDescripción
actorstringActor label/name; empty = the first actor of the matching kind in the level.

Devuelve: entries, count, message.

level.get_layer_actors (riesgo 0, requiere mundo, smoke)​

Actors assigned to an editor layer.

ArgumentoTipoDescripción
layerstringobligatorio.

Devuelve: actors, count, total.

level.get_level_blueprint (riesgo 0, requiere mundo, smoke)​

Path and graph names of the persistent level's Level Blueprint.

Sin argumentos.

Devuelve: path, name, graphs, nodeCount, message.

level.get_light (riesgo 0, requiere mundo, smoke)​

Full summary of one light, including every editable property of its light component.

ArgumentoTipoDescripción
actorstringobligatorio. Actor label, object name or unique class name.

Devuelve: light, properties, applied, failed, message.

level.get_lightmap_stats (riesgo 0, requiere mundo, smoke)​

Lightmap resolution and lightmap UV channel of every static mesh component in the level.

Sin argumentos.

Devuelve: entries, count, lightmapTotalSizeKB, shadowmapTotalSizeKB, message.

level.get_lightmass_settings (riesgo 0, requiere mundo, smoke)​

Lightmass settings of the current level.

Sin argumentos.

Devuelve: entries, count, message.

level.get_nav_bounds (riesgo 0, requiere mundo, smoke)​

Nav mesh bounds volumes in the level and their combined world bounds.

Sin argumentos.

Devuelve: volumes, count, min, max, hasBounds.

level.get_nav_settings (riesgo 0, smoke)​

Project navigation settings: supported agents and generation options.

Sin argumentos.

Devuelve: agents, count, autoCreateNavigationData, allowClientSideNavigation, buildNavigationAtRuntime, entries, message.

level.get_navigation_status (riesgo 0, requiere mundo, smoke)​

Whether navigation is building, how many tasks remain, and which agents and nav data exist.

Sin argumentos.

Devuelve: navigationSystemPresent, building, locked, remainingTasks, navDataCount, navBoundsVolumes, agents, message.

level.get_package_info (riesgo 0, smoke)​

File path, size on disk, dirty state and (5.x) external actor count of a level package.

ArgumentoTipoDescripción
mapstringLevel asset; empty = the level currently open.

Devuelve: package, filePath, sizeBytes, dirty, exists, externalActorCount.

level.get_post_process (riesgo 0, requiere mundo, smoke)​

Reads post-process settings from a volume, camera or cine camera.

ArgumentoTipoDescripción
onlyOverriddenbooleanOnly report the fields whose bOverride_ flag is on. Valor predeterminado true.

Devuelve: target, fields, count, overriddenCount, applied, failed, message.

level.get_random_reachable_point (riesgo 0, requiere mundo, smoke)​

A random navigable point within a radius of an origin.

ArgumentoTipoDescripción
origin{x,y,z}obligatorio.
radiusnumberobligatorio. Search radius in cm.

Devuelve: found, point, distance, message.

level.get_sky_atmosphere (riesgo 0, requiere mundo, smoke)​

Settings of the SkyAtmosphere actor.

ArgumentoTipoDescripción
actorstringActor label/name; empty = the first actor of the matching kind in the level.

Devuelve: entries, count, message.

level.get_sky_light (riesgo 0, requiere mundo, smoke)​

Settings of the sky light.

ArgumentoTipoDescripción
actorstringActor label/name; empty = the first actor of the matching kind in the level.

Devuelve: entries, count, message.

level.get_spline (riesgo 0, requiere mundo, smoke)​

One spline in detail: every point with tangents, rotation, scale and type, plus length.

ArgumentoTipoDescripción
actorstringobligatorio. Actor carrying the spline component.
componentstringComponent name when the actor has more than one spline.

Devuelve: actor, component, points, pointCount, length, closed, message.

level.get_spline_length (riesgo 0, requiere mundo, smoke)​

Total length of a spline in cm.

ArgumentoTipoDescripción
actorstringobligatorio. Actor carrying the spline component.
componentstringComponent name when the actor has more than one spline.

Devuelve: actor, samples, count, length.

level.get_spline_points (riesgo 0, requiere mundo, smoke)​

Just the points of a spline.

ArgumentoTipoDescripción
actorstringobligatorio. Actor carrying the spline component.
componentstringComponent name when the actor has more than one spline.

Devuelve: actor, component, points, pointCount, length, closed, message.

level.get_stats (riesgo 0, requiere mundo, smoke)​

Content statistics of the level currently open: actors by class, lights, meshes, brushes, volumes and an estimated triangle count.

Sin argumentos.

Devuelve: actorCount, lightCount, staticMeshCount, skeletalMeshCount, brushCount, volumeCount, componentCount, estimatedTriangles, byClass, distinctClasses.

level.get_sublevel (riesgo 0, requiere mundo)​

One sublevel in detail. Not smoke-tested: the transient self-test world has no sublevels.

ArgumentoTipoDescripción
sublevelstringobligatorio. Sublevel name or package path (substring match on the package is accepted).

Devuelve: sublevel, message.

level.get_volume (riesgo 0, requiere mundo, smoke)​

One volume in detail, with every editable property of the actor.

ArgumentoTipoDescripción
actorstringobligatorio. Volume actor label, name or unique class.

Devuelve: volume, properties, applied, failed, message.

level.get_volumetric_cloud (riesgo 0, requiere mundo, smoke)​

Settings of the VolumetricCloud actor.

ArgumentoTipoDescripción
actorstringActor label/name; empty = the first actor of the matching kind in the level.

Devuelve: entries, count, message.

level.get_world_settings_full (riesgo 0, requiere mundo, smoke)​

Every editable property of AWorldSettings with its current value.

Sin argumentos.

Devuelve: entries, count, message.

level.import_spline (riesgo 2, modifica, requiere mundo)​

Replaces a spline's points from JSON produced by level.export_spline. Not smoke-tested: its payload is a JSON document, which cannot be written in a UHT Smoke string (single quotes there are rewritten to double quotes, so nested JSON cannot be expressed).

ArgumentoTipoDescripción
jsonstringobligatorio. JSON produced by level.export_spline.

Devuelve: actor, component, points, pointCount, length, closed, message.

level.invalidate_lighting (riesgo 4, destructivo, requiere mundo)​

Invalidates the baked lighting of every actor, marking the level as needing a rebuild. Not smoke-tested: throws away the project's baked lighting and is not undoable.

Sin argumentos.

Devuelve: type, started, running, finished, framesWaited, unbuiltObjects, repaired, repairedCount, message.

level.is_partitioned (riesgo 0, requiere mundo, smoke)​

Whether the current world uses World Partition (always false on UE 4.27).

Sin argumentos.

Devuelve: partitioned, streamingEnabled, world, externalActorCount, message.

level.is_point_on_nav (riesgo 0, requiere mundo, smoke)​

Whether a world point lies on the navmesh.

ArgumentoTipoDescripción
point{x,y,z}obligatorio.
extent{x,y,z}Search box half-size in cm around the point. Valor predeterminado FUeaVec3(100.0, 100.0, 200.0).

Devuelve: found, point, distance, message.

level.list_actors_in_sublevel (riesgo 0, requiere mundo, smoke)​

Actors that live in one level (empty sublevel = the persistent level).

ArgumentoTipoDescripción
sublevelstringSublevel name or package; empty = the persistent level.
classFilterstringOnly actors of this class (or a subclass).
limitintegerValor predeterminado 200.

Devuelve: actors, count, total.

level.list_data_layers (riesgo 0, UE 5.1+, requiere mundo)​

Data layer instances of the current partitioned world. Not smoke-tested: the self-test world is not partitioned, so this returns E_NOT_SUPPORTED.

Sin argumentos.

Devuelve: dataLayers, count, message.

level.list_environment (riesgo 0, requiere mundo, smoke)​

Which environment actors exist in the level (sun, sky light, atmosphere, fog, clouds, captures) and their key values.

Sin argumentos.

Devuelve: environment, count, message.

level.list_external_actors (riesgo 0, UE 5.0+, requiere mundo, smoke)​

External actor packages of the current world (one package per actor in a partitioned level).

ArgumentoTipoDescripción
limitintegerValor predeterminado 200.

Devuelve: packages, count, total, message.

level.list_hlod_layers (riesgo 0, UE 5.0+, smoke)​

HLOD layer assets available in the project.

Sin argumentos.

Devuelve: layers, count, message.

level.list_layers (riesgo 0, requiere mundo, smoke)​

Editor layers of the current world with visibility and actor counts.

Sin argumentos.

Devuelve: layers, count.

level.list_level_instances (riesgo 0, UE 5.1+, requiere mundo, smoke)​

Level instance actors in the current world.

Sin argumentos.

Devuelve: instances, count, message.

level.list_lighting_scenarios (riesgo 0, requiere mundo, smoke)​

Levels flagged as lighting scenarios.

Sin argumentos.

Devuelve: sublevels, count.

level.list_lights (riesgo 0, requiere mundo, smoke)​

Lights in the level with intensity, colour, mobility and shadow state.

ArgumentoTipoDescripción
classFilterstringLight class to keep, e.g. "PointLight"; empty = every light.
mobilitystring"static", "stationary" or "movable"; empty = any.
limitintegerValor predeterminado 200.

Devuelve: lights, count, total.

level.list_maps (riesgo 0, smoke)​

Level (UWorld) assets in a content folder, filtered by name substring.

ArgumentoTipoDescripción
folderstringContent folder to search, e.g. "/Game/Maps". Empty = "/Game".
recursivebooleanValor predeterminado true.
nameContainsstringCase-insensitive substring the map name must contain.
limitintegerValor predeterminado 200.

Devuelve: maps, count, total.

level.list_nav_data (riesgo 0, requiere mundo, smoke)​

Navigation data actors in the level with their agent parameters.

Sin argumentos.

Devuelve: navData, count, message.

Nav link proxies in the level.

Sin argumentos.

Devuelve: links, count, message.

level.list_post_process_materials (riesgo 0, requiere mundo, smoke)​

Post-process materials currently blended by the target.

ArgumentoTipoDescripción
targetstringobligatorio. Post-process volume, camera actor or any actor with post-process settings.

Devuelve: target, materials, count, message.

level.list_post_process_volumes (riesgo 0, requiere mundo, smoke)​

Post-process volumes in the level with priority, bounds mode and how many fields they override.

Sin argumentos.

Devuelve: volumes, count.

level.list_reflection_captures (riesgo 0, requiere mundo, smoke)​

Reflection capture actors in the level.

Sin argumentos.

Devuelve: actors, count, total.

level.list_runtime_grids (riesgo 0, UE 5.0+, requiere mundo)​

Runtime grids of the world's partition runtime hash. Not smoke-tested: needs a partitioned world.

Sin argumentos.

Devuelve: grids, count, message.

level.list_spline_meshes (riesgo 0, requiere mundo, smoke)​

Spline-mesh components on a spline actor.

ArgumentoTipoDescripción
actorstringobligatorio. Actor carrying the spline component.
componentstringComponent name when the actor has more than one spline.

Devuelve: actor, meshes, count, message.

level.list_splines (riesgo 0, requiere mundo, smoke)​

Actors in the level that carry a spline component.

Sin argumentos.

Devuelve: splines, count.

level.list_streaming_volumes (riesgo 0, requiere mundo, smoke)​

Level streaming volumes in the current world with the sublevels they drive.

Sin argumentos.

Devuelve: actors, count, total.

level.list_sublevels (riesgo 0, requiere mundo, smoke)​

Streaming sublevels of the current world with class, loaded/visible/locked state, transform and actor count.

Sin argumentos.

Devuelve: sublevels, count.

level.list_templates (riesgo 0, smoke)​

Engine template levels that level.create can copy (/Engine/Maps/Templates).

Sin argumentos.

Devuelve: maps, count, total.

level.list_unbuilt_lights (riesgo 0, requiere mundo, smoke)​

Lights that contribute to baked lighting while the level's lighting is out of date.

Sin argumentos.

Devuelve: lights, count, unbuiltObjects, message.

level.list_volume_kinds (riesgo 0, smoke)​

Every kind level.add_volume accepts, with its actor class and whether it is a BSP brush or a shape component.

Sin argumentos.

Devuelve: kinds, count.

level.list_volumes (riesgo 0, requiere mundo, smoke)​

Volumes in the level, optionally of one kind.

ArgumentoTipoDescripción
kindstringKind to keep; empty = every volume.
limitintegerValor predeterminado 200.

Devuelve: volumes, count.

level.load_region (riesgo 1, UE 5.3+, requiere mundo)​

Loads the partition cells intersecting a world-space box into the editor. Not smoke-tested: needs a partitioned world.

ArgumentoTipoDescripción
min{x,y,z}obligatorio. Minimum corner of the world-space box to load/unload.
max{x,y,z}obligatorio. Maximum corner of the world-space box.

Devuelve: applied, min, max, message.

level.move_actors_to_sublevel (riesgo 2, modifica, requiere mundo)​

Moves actors from their current level into another loaded level. Not smoke-tested: the self-test world has no sublevels to move actors into.

ArgumentoTipoDescripción
actorsarray of stringobligatorio.
sublevelstringobligatorio. Destination sublevel; empty is not accepted (use the persistent level name).

Devuelve: changed, changedCount, failed, failedCount, message.

level.open (riesgo 2)​

Opens a level in the editor. Not smoke-tested: swapping the open level is not undoable and would disturb every other tool in the run.

ArgumentoTipoDescripción
mapstringobligatorio. Level asset to open (package path or unique name).
saveCurrentbooleanSave dirty packages before switching. Valor predeterminado false.

Devuelve: name, package, path, opened, saved, message.

level.open_level_blueprint (riesgo 1, requiere mundo)​

Opens the Level Blueprint editor. Not smoke-tested: opens an editor window.

Sin argumentos.

Devuelve: path, name, graphs, nodeCount, message.

level.place_along_spline (riesgo 2, modifica, requiere mundo, smoke)​

Spawns copies of an actor class or a static mesh along a spline.

ArgumentoTipoDescripción
actorClassstringActor class to spawn; ignored when staticMesh is given.
staticMeshstringStatic mesh to place (spawns AStaticMeshActor).
countintegerHow many copies to place; ignored when spacing is greater than 0. Valor predeterminado 5.
spacingnumberDistance in cm between copies; 0 uses count. Valor predeterminado 0.0.
alignToTangentbooleanRotate each copy to face along the spline. Valor predeterminado true.
offset{x,y,z}Extra offset in cm applied to each copy.

Devuelve: changed, changedCount, failed, failedCount, message.

level.project_point_to_nav (riesgo 0, requiere mundo, smoke)​

Projects a world point onto the navmesh inside a search box.

ArgumentoTipoDescripción
point{x,y,z}obligatorio.
extent{x,y,z}Search box half-size in cm around the point. Valor predeterminado FUeaVec3(100.0, 100.0, 200.0).

Devuelve: found, point, distance, message.

level.rebuild_dirty_nav (riesgo 4, requiere mundo)​

Requests a rebuild of the navigation areas the editor marked dirty. Not smoke-tested: starts a navigation build that is not undoable.

Sin argumentos.

Devuelve: started, building, finished, framesWaited, remainingTasks, message.

level.recapture_reflections (riesgo 1, modifica, requiere mundo, smoke)​

Rebuilds every reflection capture in the level (invalid build-data GUIDs are repaired first, since the engine asserts on them).

Sin argumentos.

Devuelve: repaired, repairedCount, count, message.

level.recapture_sky_light (riesgo 1, requiere mundo, smoke)​

Recaptures the sky into the sky light's cubemap.

ArgumentoTipoDescripción
actorstringActor label/name; empty = the first actor of the matching kind in the level.

Devuelve: message, count.

level.remove_actors_from_data_layer (riesgo 2, modifica, UE 5.1+, requiere mundo)​

Removes actors from a data layer. Not smoke-tested: needs a partitioned world.

ArgumentoTipoDescripción
actorsarray of stringobligatorio.
dataLayerstringobligatorio. Data layer short name or asset path.

Devuelve: changed, changedCount, failed, failedCount, message.

level.remove_actors_from_layer (riesgo 2, modifica, requiere mundo)​

Removes actors from an editor layer. Not smoke-tested: needs level actors that the self-test does not own.

ArgumentoTipoDescripción
actorsarray of stringobligatorio.
layerstringobligatorio.

Devuelve: changed, changedCount, failed, failedCount, message.

level.remove_post_process_material (riesgo 2, modifica, requiere mundo)​

Removes a post-process material from the target's weighted blendables. Not smoke-tested: needs a project-authored post-process material.

ArgumentoTipoDescripción
materialstringobligatorio.

Devuelve: target, materials, count, message.

level.remove_spline_point (riesgo 3, modifica, destructivo, requiere mundo, smoke)​

Removes one point from a spline.

ArgumentoTipoDescripción
indexintegerobligatorio.

Devuelve: actor, component, points, pointCount, length, closed, message.

level.remove_sublevel (riesgo 3, modifica, destructivo, requiere mundo)​

Removes a sublevel from the current world (the asset is kept). Not smoke-tested: the self-test world has no sublevels.

ArgumentoTipoDescripción
sublevelstringobligatorio. Sublevel name or package path (substring match on the package is accepted).

Devuelve: message, count.

level.rename_layer (riesgo 2, modifica, requiere mundo, smoke)​

Renames an editor layer.

ArgumentoTipoDescripción
namestringobligatorio.
newNamestringobligatorio.

Devuelve: layers, count.

level.rename_map (riesgo 3, modifica, smoke)​

Renames a level asset in place (leaves a redirector).

ArgumentoTipoDescripción
mapstringobligatorio. Level asset to rename.
newNamestringobligatorio. New asset name (no path).

Devuelve: name, package, path, opened, saved, message.

level.repair_build_data_ids (riesgo 1, modifica, requiere mundo, smoke)​

Replaces invalid (zero) build-data GUIDs on sky atmosphere, reflection capture and light components. The engine asserts on them during a build, so every build tool in this kit runs this first.

Sin argumentos.

Devuelve: repaired, repairedCount, count, message.

level.reset_post_process (riesgo 3, modifica, destructivo, requiere mundo, smoke)​

Resets the target's post-process settings to the engine defaults (every override cleared).

ArgumentoTipoDescripción
targetstringobligatorio. Post-process volume, camera actor or any actor with post-process settings.

Devuelve: target, fields, count, overriddenCount, applied, failed, message.

level.resize_volume_to_actors (riesgo 2, modifica, requiere mundo)​

Moves and resizes a volume so it encloses the given actors, plus a padding margin. Not smoke-tested: needs level actors that the self-test does not own.

ArgumentoTipoDescripción
actorsarray of stringobligatorio. Actors the volume must enclose.
paddingnumberExtra margin in cm added on every side. Valor predeterminado 100.0.

Devuelve: volume, properties, applied, failed, message.

level.reverse_spline (riesgo 2, modifica, requiere mundo, smoke)​

Reverses the point order of a spline.

ArgumentoTipoDescripción
actorstringobligatorio. Actor carrying the spline component.
componentstringComponent name when the actor has more than one spline.

Devuelve: actor, component, points, pointCount, length, closed, message.

level.sample_spline (riesgo 0, requiere mundo, smoke)​

Location, rotation, tangent and up vector at a distance (or 0..1 alpha) along a spline.

ArgumentoTipoDescripción
distancenumberDistance along the spline in cm; ignored when alpha is given. Valor predeterminado 0.0.
alphastringPosition along the spline as 0..1; empty uses distance.
spacestring"local" or "world" (default). Valor predeterminado TEXT("world").

Devuelve: actor, samples, count, length.

level.sample_spline_evenly (riesgo 0, requiere mundo, smoke)​

N evenly spaced samples along a spline.

ArgumentoTipoDescripción
countintegerobligatorio. How many samples to return (>= 2).
spacestring"local" or "world" (default). Valor predeterminado TEXT("world").

Devuelve: actor, samples, count, length.

level.save (riesgo 2)​

Saves the level currently open (optionally "save as", optionally with its loaded sublevels). Not smoke-tested: writes to disk and an untitled level opens a modal Save As dialog.

ArgumentoTipoDescripción
saveAsstringOptional package path for "save as", e.g. "/Game/Maps/Copy".
saveSublevelsbooleanAlso save every loaded sublevel. Valor predeterminado false.

Devuelve: name, package, path, opened, saved, message.

level.set_actor_spatial (riesgo 2, modifica, UE 5.0+, requiere mundo)​

Whether an actor streams with the partition grid, and which runtime grid it belongs to. Not smoke-tested: needs a level actor that the self-test does not own.

ArgumentoTipoDescripción
actorstringobligatorio.
spatiallyLoadedbooleanobligatorio. Spatially loaded actors stream with the grid; non-spatial ones are always loaded.
runtimeGridstringRuntime grid name; empty leaves it unchanged.

Devuelve: name, label, class, path, location, rotation, applied, failed, message.

level.set_ambient_occlusion (riesgo 2, modifica, requiere mundo, smoke)​

Screen-space ambient occlusion intensity, radius, static fraction, fade distance and power.

ArgumentoTipoDescripción
intensitystring
radiusstring
staticFractionstring
fadeDistancestring
powerstring

Devuelve: target, fields, count, overriddenCount, applied, failed, message.

level.set_audio_volume (riesgo 2, modifica, requiere mundo)​

Priority, enabled flag and reverb of an audio volume. Not smoke-tested: needs an audio volume, which the smoke chain does not keep.

ArgumentoTipoDescripción
prioritystring
enabledstring
reverbEffectstringReverb effect asset.
reverbVolumestringReverb volume 0..1.
propertiesarray of UeaKeyValue

Devuelve: volume, properties, applied, failed, message.

level.set_blocking_volume_collision (riesgo 2, modifica, requiere mundo)​

Collision profile of a blocking volume. Not smoke-tested: needs a blocking volume, which the smoke chain does not keep.

ArgumentoTipoDescripción
profilestringobligatorio. Collision profile name, e.g. "BlockAll", "InvisibleWall".

Devuelve: volume, properties, applied, failed, message.

level.set_bloom (riesgo 2, modifica, requiere mundo, smoke)​

Bloom method, intensity, threshold and size.

ArgumentoTipoDescripción
methodstring"standard" (gaussian) or "convolution".
intensitystring
thresholdstring
sizeScalestring
convolutionScatterDispersionstring5.0+ only.

Devuelve: target, fields, count, overriddenCount, applied, failed, message.

level.set_chromatic_aberration (riesgo 2, modifica, requiere mundo, smoke)​

Chromatic aberration (scene fringe) intensity and start offset.

ArgumentoTipoDescripción
intensitystring
startOffsetstring

Devuelve: target, fields, count, overriddenCount, applied, failed, message.

level.set_color_grading (riesgo 2, modifica, requiere mundo, smoke)​

Colour grading: saturation, contrast, gamma, gain, offset, white balance and scene colour tint.

ArgumentoTipoDescripción
saturationstringFVector4 fields accept "(X=1,Y=1,Z=1,W=1)" or "1,1,1,1".
contraststring
gammastring
gainstring
offsetstring
temperaturestring
tintstring
sceneColorTintstringScene colour tint as "(R=1,G=1,B=1,A=1)".

Devuelve: target, fields, count, overriddenCount, applied, failed, message.

level.set_cull_distances (riesgo 2, modifica, requiere mundo)​

Size/distance pairs of a cull distance volume. Not smoke-tested: needs a cull distance volume, which the smoke chain does not keep.

ArgumentoTipoDescripción
entriesarray of UeaCullDistanceEntryobligatorio.

Devuelve: volume, properties, applied, failed, message.

level.set_current_sublevel (riesgo 1, requiere mundo, smoke)​

Makes a sublevel the current level new actors spawn into (empty = the persistent level).

ArgumentoTipoDescripción
sublevelstringSublevel name or package path; empty = the persistent level.

Devuelve: sublevel, message.

level.set_data_layer_state (riesgo 2, modifica, UE 5.1+, requiere mundo)​

Initial runtime state, editor visibility and editor loading of a data layer. Not smoke-tested: needs a partitioned world.

ArgumentoTipoDescripción
dataLayerstringobligatorio. Data layer short name or asset path.
statestring"loaded", "activated" or "unloaded" (the initial runtime state).
visiblestringEditor visibility.
loadedInEditorstringWhether the layer's actors are loaded in the editor.

Devuelve: dataLayers, count, message.

level.set_depth_of_field (riesgo 2, modifica, requiere mundo, smoke)​

Depth of field: focal distance, f-stop, sensor width, focal region and blur sizes.

ArgumentoTipoDescripción
focalDistancestring
fstopstring
sensorWidthstring
focalRegionstring
nearBlurstring
farBlurstring
methodstring4.27 only (DepthOfFieldMethod); reported as failed on 5.x, where only Cinematic DoF exists.

Devuelve: target, fields, count, overriddenCount, applied, failed, message.

level.set_directional_shadows (riesgo 2, modifica, requiere mundo, smoke)​

Cascaded shadow map settings of a directional light.

ArgumentoTipoDescripción
actorstringDirectional light; empty = the first one in the level.
cascadesstring
dynamicShadowDistancestring
distanceFieldShadowsstring
cascadeDistributionstring

Devuelve: entries, count, message.

level.set_exposure (riesgo 2, modifica, requiere mundo, smoke)​

Auto-exposure method, bias, brightness range and adaptation speed.

ArgumentoTipoDescripción
methodstring"manual", "histogram" or "basic".
biasstring
minBrightnessstring
maxBrightnessstring
speedUpstring
speedDownstring
applyPhysicalCamerastring

Devuelve: target, fields, count, overriddenCount, applied, failed, message.

level.set_film_grain (riesgo 2, modifica, UE 5.0+, requiere mundo, smoke)​

Film grain intensity and its shadow/midtone/highlight weights.

ArgumentoTipoDescripción
intensitystring
intensityShadowsstring
intensityMidtonesstring
intensityHighlightsstring

Devuelve: target, fields, count, overriddenCount, applied, failed, message.

level.set_fog (riesgo 2, modifica, requiere mundo, smoke)​

Changes any subset of the exponential height fog settings.

ArgumentoTipoDescripción
actorstring
densitystring
heightFalloffstring
fogColorUeaColor
useFogColorbooleanValor predeterminado false.
startDistancestring
volumetricstring
extinctionScalestring
secondFogDensitystring
secondFogHeightFalloffstring
secondFogHeightOffsetstring
volumetricScatteringDistributionstring
volumetricAlbedoUeaColor
useVolumetricAlbedobooleanValor predeterminado false.
propertiesarray of UeaKeyValue

Devuelve: entries, count, message.

level.set_force_no_precomputed_lighting (riesgo 2, modifica, requiere mundo, smoke)​

Turns "Force No Precomputed Lighting" on or off in World Settings (fully dynamic lighting).

ArgumentoTipoDescripción
enabledbooleanobligatorio.

Devuelve: entries, count, message.

level.set_game_mode_override (riesgo 2, modifica, requiere mundo, smoke)​

Sets (or clears) the Game Mode override of this level.

ArgumentoTipoDescripción
gameModestringGame mode class or Blueprint; empty clears the override.

Devuelve: entries, count, message.

level.set_global_illumination (riesgo 2, modifica, UE 5.0+, requiere mundo, smoke)​

Global illumination method (Lumen, SSGI, none) and Lumen quality.

ArgumentoTipoDescripción
methodstring"none", "lumen", "ssgi" or "plugin".
lumenSceneLightingQualitystring
lumenFinalGatherQualitystring

Devuelve: target, fields, count, overriddenCount, applied, failed, message.

level.set_kill_z (riesgo 2, modifica, requiere mundo, smoke)​

Sets the Kill Z of this level (actors below it are destroyed).

ArgumentoTipoDescripción
killZnumberobligatorio. Z below which actors are destroyed (cm).

Devuelve: entries, count, message.

level.set_layer_visible (riesgo 1, requiere mundo, smoke)​

Shows or hides every actor of an editor layer.

ArgumentoTipoDescripción
namestringobligatorio.
visiblebooleanobligatorio.

Devuelve: layers, count.

level.set_lens_flares (riesgo 2, modifica, requiere mundo, smoke)​

Lens flare intensity, tint, bokeh size and threshold.

ArgumentoTipoDescripción
intensitystring
tintstring"(R=1,G=1,B=1,A=1)".
bokehSizestring
thresholdstring

Devuelve: target, fields, count, overriddenCount, applied, failed, message.

level.set_light (riesgo 2, modifica, requiere mundo, smoke)​

Changes any subset of a light's settings (empty fields are left unchanged).

ArgumentoTipoDescripción
actorstringobligatorio. Light actor label, name or unique class.
intensitystring
colorUeaColorColour; leave at the default and set useColor false to keep the current colour.
useColorbooleanApply color (false = keep the current colour). Valor predeterminado false.
temperaturestring
useTemperaturestring
castShadowsstring
mobilitystring"static", "stationary" or "movable".
attenuationRadiusstring
innerConestring
outerConestring
sourceRadiusstring
indirectIntensitystring
volumetricScatteringstring
specularScalestring
iesTexturestringIES profile texture asset.
propertiesarray of UeaKeyValue

Devuelve: light, properties, applied, failed, message.

level.set_light_channels (riesgo 2, modifica, requiere mundo, smoke)​

Sets the lighting channels a light affects.

ArgumentoTipoDescripción
actorstringobligatorio.
channel0booleanValor predeterminado true.
channel1booleanValor predeterminado false.
channel2booleanValor predeterminado false.

Devuelve: light, properties, applied, failed, message.

level.set_light_function (riesgo 2, modifica, requiere mundo, smoke)​

Sets a light's light-function material.

ArgumentoTipoDescripción
actorstringobligatorio.
materialstringobligatorio. Light function material; empty clears it.

Devuelve: light, properties, applied, failed, message.

level.set_light_ies (riesgo 2, modifica, requiere mundo, smoke)​

Sets a light's IES profile texture.

ArgumentoTipoDescripción
actorstringobligatorio.
iesTexturestringobligatorio. IES profile texture asset (UTextureLightProfile); empty clears it.
useIesBrightnessbooleanValor predeterminado false.

Devuelve: light, properties, applied, failed, message.

level.set_light_indirect (riesgo 2, modifica, requiere mundo, smoke)​

Indirect lighting intensity and volumetric scattering of one light.

ArgumentoTipoDescripción
actorstringobligatorio.
indirectIntensitystring
volumetricScatteringstring

Devuelve: entries, count, message.

level.set_light_mobility (riesgo 2, modifica, requiere mundo, smoke)​

Sets a light's mobility (static, stationary or movable).

ArgumentoTipoDescripción
actorstringobligatorio.
mobilitystringobligatorio. "static", "stationary" or "movable".

Devuelve: light, properties, applied, failed, message.

level.set_lighting_scenario (riesgo 2, modifica, requiere mundo, smoke)​

Marks a level as a lighting scenario (its baked lighting can be swapped at runtime).

ArgumentoTipoDescripción
sublevelstringobligatorio. Sublevel name; empty = the persistent level.
enabledbooleanobligatorio.

Devuelve: sublevels, count.

level.set_lightmap_resolution (riesgo 2, modifica, requiere mundo)​

Overrides the lightmap resolution of one mesh component. Not smoke-tested: needs a static mesh actor that the self-test does not own.

ArgumentoTipoDescripción
actorstringobligatorio.
resolutionintegerobligatorio. Lightmap resolution in texels (power of two, e.g. 64).
componentstringComponent name when the actor has several meshes.

Devuelve: entries, count, lightmapTotalSizeKB, shadowmapTotalSizeKB, message.

level.set_lightmap_resolution_many (riesgo 2, modifica, requiere mundo, smoke)​

Overrides the lightmap resolution of many actors at once.

ArgumentoTipoDescripción
actorsarray of stringActors to change; empty uses classFilter.
classFilterstringApply to every actor of this class when actors is empty; empty = every mesh actor.
resolutionintegerobligatorio.

Devuelve: changed, changedCount, failed, failedCount, message.

level.set_lightmass_settings (riesgo 2, modifica, requiere mundo, smoke)​

Changes any subset of the Lightmass settings of the current level.

ArgumentoTipoDescripción
numIndirectLightingBouncesstring
numSkyLightingBouncesstring
indirectLightingQualitystring
indirectLightingSmoothnessstring
staticLightingLevelScalestring
environmentColorstring"(R=1,G=1,B=1,A=1)".
environmentIntensitystring
useAmbientOcclusionstring
compressLightmapsstring
propertiesarray of UeaKeyValueAny other LightmassSettings field by name.

Devuelve: entries, count, message.

level.set_lights_many (riesgo 2, modifica, requiere mundo, smoke)​

Applies the same settings to many lights at once (by list or by class).

ArgumentoTipoDescripción
actorsarray of stringLight actors to change; empty uses classFilter.
classFilterstringApply to every light of this class when actors is empty; empty = every light.
intensitystring
colorUeaColor
useColorbooleanValor predeterminado false.
temperaturestring
useTemperaturestring
castShadowsstring
mobilitystring"static", "stationary" or "movable".
attenuationRadiusstring
innerConestring
outerConestring
sourceRadiusstring
indirectIntensitystring
volumetricScatteringstring
specularScalestring
iesTexturestring
propertiesarray of UeaKeyValue

Devuelve: changed, changedCount, failed, failedCount, message.

level.set_lights_mobility_many (riesgo 2, modifica, requiere mundo, smoke)​

Sets the mobility of every light (optionally of one class) at once.

ArgumentoTipoDescripción
mobilitystringobligatorio. "static", "stationary" or "movable".
classFilterstringLight class to change; empty = every light.

Devuelve: changed, changedCount, failed, failedCount, message.

level.set_motion_blur (riesgo 2, modifica, requiere mundo, smoke)​

Motion blur amount, maximum, per-object size and target FPS.

ArgumentoTipoDescripción
amountstring
maxstring
perObjectSizestring
targetFpsstring

Devuelve: target, fields, count, overriddenCount, applied, failed, message.

level.set_nav_agent (riesgo 4)​

Changes a supported navigation agent in the project settings and writes DefaultEngine.ini. Not smoke-tested: writes the project's DefaultEngine.ini, which the self-test must not touch.

ArgumentoTipoDescripción
namestringobligatorio. Agent name from level.get_nav_settings, e.g. "Default".
radiusstring
heightstring
stepHeightstring
maxSlopestringMaximum walkable slope in degrees. Not an agent property: reported as unsupported and applied through level.set_recast_settings instead.

Devuelve: agents, count, autoCreateNavigationData, allowClientSideNavigation, buildNavigationAtRuntime, entries, message.

level.set_nav_modifier_area (riesgo 2, modifica, requiere mundo)​

Nav area class applied by a nav modifier volume. Not smoke-tested: needs a nav modifier volume, which the smoke chain does not keep.

ArgumentoTipoDescripción
areaClassstringobligatorio. Nav area class, e.g. "NavArea_Null", "NavArea_Obstacle", "NavArea_Default".

Devuelve: volume, properties, applied, failed, message.

level.set_nav_runtime_generation (riesgo 2, modifica, requiere mundo)​

Runtime generation mode of the nav data actors (static, dynamic, dynamicModifiersOnly). Not smoke-tested: an empty project has no navigation data actor until a nav mesh bounds volume is built.

ArgumentoTipoDescripción
modestringobligatorio. "static", "dynamic" or "dynamicModifiersOnly".
actorstringNav data actor to change; empty = every nav data in the level.

Devuelve: navData, count, message.

level.set_pain_volume (riesgo 2, modifica, requiere mundo)​

Damage settings of a pain-causing volume. Not smoke-tested: needs a pain-causing volume, which level.add_volume can create but the smoke chain does not keep.

ArgumentoTipoDescripción
damagePerSecstring
damageTypestringDamage type class.
painCausingstring
entryPainstring

Devuelve: volume, properties, applied, failed, message.

level.set_physics_volume (riesgo 2, modifica, requiere mundo)​

Priority, friction, terminal velocity and water flag of a physics volume. Not smoke-tested: needs a physics volume, which the smoke chain does not keep.

ArgumentoTipoDescripción
prioritystring
fluidFrictionstring
terminalVelocitystring
waterVolumestring

Devuelve: volume, properties, applied, failed, message.

level.set_post_process (riesgo 2, modifica, requiere mundo, smoke)​

Writes arbitrary post-process fields by name (the bOverride_ flag of each is turned on).

ArgumentoTipoDescripción
settingsarray of UeaKeyValueobligatorio. Field name -> value; the matching bOverride_ flag is turned on automatically.

Devuelve: target, fields, count, overriddenCount, applied, failed, message.

level.set_post_process_volume (riesgo 2, modifica, requiere mundo, smoke)​

Changes the volume's own settings (bounds mode, priority, blending, size).

ArgumentoTipoDescripción
unboundstring
prioritystring
blendRadiusstring
blendWeightstring
enabledstring
extent{x,y,z}New half-size in cm; rebuilds the volume's brush.
useExtentbooleanApply extent (false = keep the current size). Valor predeterminado false.

Devuelve: target, fields, count, overriddenCount, applied, failed, message.

level.set_recast_settings (riesgo 2, modifica, requiere mundo)​

Recast navmesh generation settings (cell size, agent size, tile size, debug draw). Not smoke-tested: an empty project has no RecastNavMesh actor until navigation is built.

ArgumentoTipoDescripción
actorstringRecastNavMesh actor; empty = the first one in the level.
cellSizestring
cellHeightstring
agentRadiusstring
agentHeightstring
tileSizeUUstringTile size in Unreal units.
drawDebugstringDraw the navmesh in the editor viewport.
propertiesarray of UeaKeyValue

Devuelve: entries, count, message.

level.set_reflection_method (riesgo 2, modifica, requiere mundo, smoke)​

Reflection method (Lumen, SSR, none) and screen-space reflection quality/intensity.

ArgumentoTipoDescripción
methodstring"none", "lumen" or "ssr" (5.0+; the SSR fields work on 4.27 too).
ssrQualitystring
ssrIntensitystring

Devuelve: target, fields, count, overriddenCount, applied, failed, message.

level.set_sky_atmosphere (riesgo 2, modifica, requiere mundo, smoke)​

Changes any subset of the SkyAtmosphere settings.

ArgumentoTipoDescripción
actorstring
rayleighScatteringScalestring
rayleighScatteringUeaColor
useRayleighScatteringbooleanValor predeterminado false.
mieScatteringScalestring
mieAnisotropystring
groundAlbedoUeaColor
useGroundAlbedobooleanValor predeterminado false.
atmosphereHeightstringAtmosphere height in km.
multiScatteringstring
propertiesarray of UeaKeyValue

Devuelve: entries, count, message.

level.set_sky_light (riesgo 2, modifica, requiere mundo, smoke)​

Changes any subset of the sky light's settings.

ArgumentoTipoDescripción
actorstringSky light actor; empty = the first one in the level.
intensitystring
colorUeaColor
useColorbooleanValor predeterminado false.
realTimeCapturestring
cubemapstringCubemap texture asset (switches the source to "specified cubemap").
lowerHemisphereColorUeaColor
useLowerHemisphereColorbooleanValor predeterminado false.
occlusionstringOcclusion (distance field ambient occlusion) intensity.
propertiesarray of UeaKeyValue

Devuelve: entries, count, message.

level.set_spline_closed (riesgo 2, modifica, requiere mundo, smoke)​

Opens or closes the loop of a spline.

ArgumentoTipoDescripción
closedbooleanobligatorio.

Devuelve: actor, component, points, pointCount, length, closed, message.

level.set_spline_point (riesgo 2, modifica, requiere mundo, smoke)​

Changes any subset of one point's position, tangents, rotation, scale and type.

ArgumentoTipoDescripción
indexintegerobligatorio.
position{x,y,z}
usePositionbooleanValor predeterminado false.
arriveTangent{x,y,z}
useArriveTangentbooleanValor predeterminado false.
leaveTangent{x,y,z}
useLeaveTangentbooleanValor predeterminado false.
rotation{x,y,z}
useRotationbooleanValor predeterminado false.
scale{x,y,z}
useScalebooleanValor predeterminado false.
typestringlinear, curve, constant, curveClamped or curveCustomTangent.
spacestring"local" (default) or "world". Valor predeterminado TEXT("local").

Devuelve: actor, component, points, pointCount, length, closed, message.

level.set_spline_point_type (riesgo 2, modifica, requiere mundo, smoke)​

Sets the interpolation type of one point (index -1 = every point).

ArgumentoTipoDescripción
typestringobligatorio. linear, curve, constant, curveClamped or curveCustomTangent.
indexintegerPoint index; -1 applies to every point. Valor predeterminado -1.

Devuelve: actor, component, points, pointCount, length, closed, message.

level.set_spline_points (riesgo 2, modifica, requiere mundo, smoke)​

Replaces every point of a spline.

ArgumentoTipoDescripción
pointsarray of {x,y,z}obligatorio. New point positions, replacing every existing point.
spacestring"local" (default) or "world". Valor predeterminado TEXT("local").

Devuelve: actor, component, points, pointCount, length, closed, message.

level.set_sublevel_loaded (riesgo 2, modifica, requiere mundo)​

Loads or unloads a sublevel (flushes level streaming). Not smoke-tested: the self-test world has no sublevels.

ArgumentoTipoDescripción
sublevelstringobligatorio.
loadedbooleanobligatorio.

Devuelve: sublevel, message.

level.set_sublevel_locked (riesgo 2, modifica, requiere mundo)​

Locks or unlocks a sublevel for editing. Not smoke-tested: the self-test world has no sublevels.

ArgumentoTipoDescripción
sublevelstringobligatorio.
lockedbooleanobligatorio.

Devuelve: sublevel, message.

level.set_sublevel_streaming_class (riesgo 2, modifica, requiere mundo)​

Switches a sublevel between always-loaded and blueprint (dynamic) streaming. Not smoke-tested: the self-test world has no sublevels.

ArgumentoTipoDescripción
sublevelstringobligatorio.
streamingClassstringobligatorio. "always_loaded" or "blueprint".

Devuelve: sublevel, message.

level.set_sublevel_transform (riesgo 2, modifica, requiere mundo)​

Moves a sublevel by setting its editor transform. Not smoke-tested: the self-test world has no sublevels.

ArgumentoTipoDescripción
sublevelstringobligatorio.
location{x,y,z}
rotation{x,y,z}

Devuelve: sublevel, message.

level.set_sublevel_visible (riesgo 2, modifica, requiere mundo)​

Shows or hides a sublevel in the editor. Not smoke-tested: the self-test world has no sublevels.

ArgumentoTipoDescripción
sublevelstringobligatorio.
visiblebooleanobligatorio.

Devuelve: sublevel, message.

level.set_sun_from_time (riesgo 2, modifica, requiere mundo, smoke)​

Points the sun using a simple solar model (hour of day + latitude).

ArgumentoTipoDescripción
hournumberobligatorio. Hour of day, 0..24 (12 = noon).
latitudenumberLatitude in degrees (positive = northern hemisphere). Valor predeterminado 0.0.
azimuthnumberCompass direction the sun travels through, in degrees. Valor predeterminado 0.0.
actorstringDirectional light to rotate; empty = the first one in the level.

Devuelve: name, label, class, path, location, rotation, applied, failed, message.

level.set_sun_rotation (riesgo 2, modifica, requiere mundo, smoke)​

Points the sun (a directional light) at a pitch/yaw.

ArgumentoTipoDescripción
pitchnumberobligatorio. Pitch in degrees (negative points down).
yawnumberobligatorio. Yaw in degrees.
actorstringDirectional light to rotate; empty = the first one in the level.

Devuelve: name, label, class, path, location, rotation, applied, failed, message.

level.set_time_dilation_limits (riesgo 2, modifica, requiere mundo, smoke)​

Sets the minimum/maximum global time dilation of this level.

ArgumentoTipoDescripción
minstringMinimum global time dilation; empty leaves it unchanged.
maxstringMaximum global time dilation; empty leaves it unchanged.

Devuelve: entries, count, message.

level.set_trigger_collision (riesgo 2, modifica, requiere mundo, smoke)​

Collision profile and overlap events of a trigger volume.

ArgumentoTipoDescripción
profilestringCollision profile name, e.g. "Trigger", "OverlapAllDynamic", "BlockAll".
generateOverlapEventsstring

Devuelve: volume, properties, applied, failed, message.

level.set_vignette (riesgo 2, modifica, requiere mundo, smoke)​

Vignette intensity (0..1).

ArgumentoTipoDescripción
intensitystringobligatorio.

Devuelve: target, fields, count, overriddenCount, applied, failed, message.

level.set_volume_extent (riesgo 2, modifica, requiere mundo, smoke)​

Resizes a volume (rebuilds the BSP brush, or resizes the collision component of a trigger).

ArgumentoTipoDescripción
extent{x,y,z}obligatorio. New half-size in cm.
radiusnumberNew radius in cm for sphere/capsule triggers. Valor predeterminado 0.0.

Devuelve: volume, properties, applied, failed, message.

level.set_volume_priority (riesgo 2, modifica, requiere mundo)​

Priority of an audio or post-process volume. Not smoke-tested: needs an audio or post-process volume selected by actor, covered by level.set_post_process_volume instead.

ArgumentoTipoDescripción
prioritynumberobligatorio. Higher priority wins where volumes overlap.

Devuelve: volume, properties, applied, failed, message.

level.set_volumetric_cloud (riesgo 2, modifica, requiere mundo, smoke)​

Changes any subset of the VolumetricCloud settings.

ArgumentoTipoDescripción
actorstring
layerBottomAltitudestringCloud layer bottom altitude in km.
layerHeightstringCloud layer thickness in km.
tracingStartMaxDistancestring
tracingMaxDistancestring
materialstringCloud material asset.
propertiesarray of UeaKeyValue

Devuelve: entries, count, message.

level.set_white_balance (riesgo 2, modifica, requiere mundo, smoke)​

White balance temperature, tint and temperature type.

ArgumentoTipoDescripción
temperaturestring
tintstring
methodstring"whiteBalance" or "colorTemperature".

Devuelve: target, fields, count, overriddenCount, applied, failed, message.

level.set_world_gravity (riesgo 2, modifica, requiere mundo, smoke)​

Sets the per-level gravity override (cm/s^2 on Z).

ArgumentoTipoDescripción
gravityZnumberobligatorio. Gravity on Z in cm/s^2 (engine default is -980).
overridebooleanobligatorio. Use this value instead of the project default.

Devuelve: entries, count, message.

level.set_world_to_meters (riesgo 2, modifica, requiere mundo, smoke)​

Sets WorldToMeters (Unreal units per metre, default 100).

ArgumentoTipoDescripción
scalenumberobligatorio. Unreal units per metre (default 100).

Devuelve: entries, count, message.

level.setup_default_environment (riesgo 2, modifica, requiere mundo, smoke)​

Creates the actors a lit, playable level needs (sun, sky light, sky atmosphere, fog, optionally clouds), skipping the ones that already exist.

ArgumentoTipoDescripción
sunbooleanAdd a directional light acting as the sun. Valor predeterminado true.
skyLightbooleanAdd a sky light (real-time capture on 5.x). Valor predeterminado true.
skyAtmospherebooleanAdd a SkyAtmosphere actor. Valor predeterminado true.
fogbooleanAdd an exponential height fog actor. Valor predeterminado true.
cloudsbooleanAdd a VolumetricCloud actor. Valor predeterminado false.
sunPitchnumberSun pitch in degrees (negative points down; -45 is a mid-afternoon sun). Valor predeterminado -45.0.

Devuelve: created, existing, createdCount, message.

level.spline_from_actors (riesgo 2, modifica, requiere mundo)​

Creates a spline whose points are the world locations of the given actors, in order. Not smoke-tested: needs level actors that the self-test does not own.

ArgumentoTipoDescripción
actorsarray of stringobligatorio. Actors whose locations become the spline points, in order.
namestringValor predeterminado TEXT("Spline").
closedbooleanValor predeterminado false.

Devuelve: name, label, class, path, location, rotation, applied, failed, message.

level.unload_region (riesgo 1, UE 5.3+, requiere mundo)​

Unloads the partition cells intersecting a world-space box. Not smoke-tested: needs a partitioned world.

ArgumentoTipoDescripción
min{x,y,z}obligatorio. Minimum corner of the world-space box to load/unload.
max{x,y,z}obligatorio. Maximum corner of the world-space box.

Devuelve: applied, min, max, message.