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Kit level

193 ferramentas. Gerado a partir do código-fonte do plugin; não edite manualmente.

As descrições das ferramentas e dos argumentos são exibidas em inglês porque espelham o schema das ferramentas (o mesmo texto que o agente recebe em tools/list).

Guia​

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.

Ferramentas​

Legenda. risco 0 = somente leitura, 1 = operação inofensiva do editor, 2 = altera asset, 3 = apaga/substitui asset, 4 = projeto/config/build, 5 = potencialmente destrutivo (chamadas acima de MaxAutoRisk exigem "_confirm": true). altera = roda numa transação (edit.undo reverte). requer PIE / requer mundo = recusado sem sessão PIE / sem nível aberto. requer plugin = indisponível quando o plugin está desativado. dryRun = aceita o argumento dryRun. smoke = coberto por edit.self_test.

level.add_actors_to_data_layer (risco 2, altera, UE 5.1+, requer mundo)​

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

ArgumentoTipoDescrição
actorsarray of stringobrigatório.
dataLayerstringobrigatório. Data layer short name or asset path.

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

level.add_actors_to_layer (risco 2, altera, requer 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.

ArgumentoTipoDescrição
actorsarray of stringobrigatório.
layerstringobrigatório.

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

level.add_atmospheric_fog (risco 1, altera, requer mundo, smoke)​

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

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

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

level.add_directional_light (risco 2, altera, requer mundo, smoke)​

Adds a directional light (the sun).

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

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

level.add_exponential_fog (risco 2, altera, requer mundo, smoke)​

Adds an exponential height fog actor.

ArgumentoTipoDescrição
namestringPadrão TEXT("ExponentialHeightFog").
location{x,y,z}
densitynumberPadrão 0.02.
heightFalloffnumberPadrão 0.2.
fogColorUeaColor
startDistancenumberDistance in cm at which the fog starts. Padrão 0.0.
volumetricbooleanTurn on volumetric fog. Padrão false.
extinctionScalenumberVolumetric fog extinction scale. Padrão 1.0.
propertiesarray of UeaKeyValue

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

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

ArgumentoTipoDescrição
start{x,y,z}obrigatório. World location of the link's left point.
end{x,y,z}obrigatório. World location of the link's right point.
bidirectionalbooleanTraversable in both directions (default) or only from start to end. Padrão true.
namestringPadrão TEXT("NavLinkProxy").

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

level.add_nav_mesh_bounds (risco 2, altera, requer mundo, smoke)​

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

ArgumentoTipoDescrição
namestringPadrão TEXT("NavMeshBoundsVolume").
location{x,y,z}
extent{x,y,z}Half-size in cm. Padrão FUeaVec3(2000.0, 2000.0, 500.0).

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

level.add_planar_reflection (risco 2, altera, requer mundo, smoke)​

Adds a planar reflection actor (mirrors, water).

ArgumentoTipoDescrição
namestringPadrão TEXT("PlanarReflection").
location{x,y,z}
rotation{x,y,z}
propertiesarray of UeaKeyValue

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

level.add_point_light (risco 2, altera, requer mundo, smoke)​

Adds a point light.

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

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

level.add_post_process_material (risco 2, altera, requer mundo)​

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

ArgumentoTipoDescrição
materialstringobrigatório. Post-process material or material instance.
weightnumber0..1 blend weight. Padrão 1.0.

Retorna: target, materials, count, message.

level.add_post_process_volume (risco 2, altera, requer mundo, smoke)​

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

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

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

level.add_rect_light (risco 2, altera, requer mundo, smoke)​

Adds a rect (area) light.

ArgumentoTipoDescrição
namestringPadrão TEXT("RectLight").
location{x,y,z}
rotation{x,y,z}
intensitynumberPadrão 5000.0.
colorUeaColor
attenuationRadiusnumberPadrão 1000.0.
sourceWidthnumberEmitter width in cm. Padrão 64.0.
sourceHeightnumberEmitter height in cm. Padrão 64.0.
barnDoorAnglenumberBarn door angle in degrees (0 = no barn doors). Padrão 0.0.
castShadowsbooleanPadrão true.
mobilitystringPadrão TEXT("movable").
propertiesarray of UeaKeyValue

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

level.add_reflection_capture (risco 2, altera, requer mundo, smoke)​

Adds a sphere or box reflection capture.

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

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

level.add_sky_atmosphere (risco 2, altera, requer mundo, smoke)​

Adds a SkyAtmosphere actor (physically based sky).

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

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

level.add_sky_light (risco 2, altera, requer mundo, smoke)​

Adds a sky light.

ArgumentoTipoDescrição
namestringPadrão TEXT("SkyLight").
realTimeCapturebooleanCapture the sky every frame (5.x real-time capture; ignored on 4.27 where it is off by default). Padrão true.
cubemapstringCubemap texture to use instead of capturing the scene.
intensitynumberPadrão 1.0.
lowerHemisphereColorUeaColor
mobilitystringPadrão TEXT("movable").
propertiesarray of UeaKeyValue

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

level.add_spline (risco 2, altera, requer mundo, smoke)​

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

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

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

level.add_spline_mesh_segments (risco 2, altera, requer 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.

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

Retorna: actor, meshes, count, message.

level.add_spline_point (risco 2, altera, requer mundo, smoke)​

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

ArgumentoTipoDescrição
position{x,y,z}obrigatório.
spacestring"local" (default) or "world". Padrão TEXT("local").
indexintegerInsert index; -1 appends. Padrão -1.

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

level.add_spot_light (risco 2, altera, requer mundo, smoke)​

Adds a spot light.

ArgumentoTipoDescrição
namestringPadrão TEXT("SpotLight").
location{x,y,z}
rotation{x,y,z}Pitch/yaw/roll in degrees. Padrão FUeaVec3(-90.0, 0.0, 0.0).
intensitynumberPadrão 5000.0.
colorUeaColor
attenuationRadiusnumberPadrão 1000.0.
sourceRadiusnumberPadrão 0.0.
innerConenumberInner cone half-angle in degrees. Padrão 0.0.
outerConenumberOuter cone half-angle in degrees. Padrão 44.0.
castShadowsbooleanPadrão true.
mobilitystringPadrão TEXT("movable").
propertiesarray of UeaKeyValue

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

level.add_streaming_volume (risco 2, altera, requer 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.

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

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

level.add_sublevel (risco 2, altera, requer 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.

ArgumentoTipoDescrição
mapstringobrigatório. Level asset to add as a sublevel.
streamingClassstring"always_loaded" (default) or "blueprint". Padrão TEXT("always_loaded").
location{x,y,z}
rotation{x,y,z}

Retorna: sublevel, message.

level.add_volume (risco 2, altera, requer mundo, smoke)​

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

ArgumentoTipoDescrição
kindstringobrigatório. 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). Padrão FUeaVec3(100.0, 100.0, 100.0).
radiusnumberRadius in cm for trigger_sphere / trigger_capsule. Padrão 100.0.
rotation{x,y,z}
propertiesarray of UeaKeyValue

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

level.add_volumetric_cloud (risco 2, altera, requer mundo, smoke)​

Adds a VolumetricCloud actor.

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

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

level.apply_environment_preset (risco 2, altera, requer mundo, smoke)​

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

ArgumentoTipoDescrição
presetstringobrigatório. day, noon, sunset, night, overcast or foggy.
keepExistingbooleanDo not create missing actors, only tune the ones that exist. Padrão true.

Retorna: created, existing, createdCount, message.

level.break_level_instance (risco 3, altera, destrutivo, UE 5.1+, requer mundo)​

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

ArgumentoTipoDescrição
actorstringobrigatório. Level instance actor to break apart.
levelsintegerHow many nesting levels to break (1 by default). Padrão 1.

Retorna: instances, count, message.

level.build_all (risco 4, requer mundo)​

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

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

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

level.build_geometry (risco 4, requer 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.

Sem argumentos.

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

level.build_lighting (risco 4, requer 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.

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

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

level.build_navigation (risco 4, requer 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.

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

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

level.build_reflection_captures (risco 1, requer mundo, smoke)​

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

Sem argumentos.

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

level.clear_post_process_overrides (risco 2, altera, requer mundo, smoke)​

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

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

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

level.clear_spline (risco 3, altera, destrutivo, requer mundo, smoke)​

Removes every point of a spline.

ArgumentoTipoDescrição
actorstringobrigatório. Actor carrying the spline component.
componentstringComponent name when the actor has more than one spline.

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

level.clear_spline_meshes (risco 3, altera, destrutivo, requer mundo, smoke)​

Removes every spline-mesh component from a spline actor.

ArgumentoTipoDescrição
actorstringobrigatório. Actor carrying the spline component.
componentstringComponent name when the actor has more than one spline.

Retorna: actor, meshes, count, message.

level.copy_post_process (risco 2, altera, requer mundo, smoke)​

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

ArgumentoTipoDescrição
fromstringobrigatório. Source target.
tostringobrigatório. Destination target.

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

level.create (risco 2, altera, smoke)​

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

ArgumentoTipoDescrição
folderstringobrigatório. Destination content folder, e.g. "/Game/Maps".
namestringobrigatório. 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. Padrão false.
savebooleanSave the new level package to disk. Padrão false.

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

level.create_data_layer (risco 2, altera, UE 5.1+, requer 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.

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

Retorna: dataLayers, count, message.

level.create_layer (risco 2, altera, requer mundo, smoke)​

Creates an empty editor layer.

ArgumentoTipoDescrição
namestringobrigatório.

Retorna: layers, count.

level.create_level_instance (risco 2, altera, UE 5.1+, requer 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.

ArgumentoTipoDescrição
actorsarray of stringobrigatório. Actors to move into the new level instance.
folderstringobrigatório. Destination folder for the new level asset.
namestringobrigatório. Asset name of the new level.
packedbooleanCreate a packed level actor instead of a plain level instance. Padrão false.

Retorna: instances, count, message.

level.create_sublevel (risco 2, altera, requer 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.

ArgumentoTipoDescrição
folderstringobrigatório. Destination folder for the new level asset.
namestringobrigatório. Asset name of the new level.
streamingClassstring"always_loaded" (default) or "blueprint". Padrão TEXT("always_loaded").

Retorna: sublevel, message.

level.delete_environment_actors (risco 3, altera, destrutivo, requer mundo, smoke)​

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

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

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

level.delete_layer (risco 3, altera, destrutivo, requer mundo, smoke)​

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

ArgumentoTipoDescrição
namestringobrigatório.

Retorna: layers, count.

level.delete_map (risco 3, altera, destrutivo, smoke)​

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

ArgumentoTipoDescrição
mapstringobrigatório. Level asset (package path or unique name).

Retorna: message, count.

level.delete_volumes (risco 3, altera, destrutivo, requer mundo, smoke)​

Deletes volumes by kind or by actor list.

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

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

level.duplicate_map (risco 2, altera, smoke)​

Duplicates a level asset into another folder/name.

ArgumentoTipoDescrição
mapstringobrigatório. Source level asset.
folderstringobrigatório. Destination folder.
namestringobrigatório. Destination asset name.

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

level.export_spline (risco 0, requer mundo, smoke)​

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

ArgumentoTipoDescrição
actorstringobrigatório. Actor carrying the spline component.
componentstringComponent name when the actor has more than one spline.

Retorna: actor, json, pointCount.

level.find_actors_by_class_in_world (risco 0, requer mundo, smoke)​

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

ArgumentoTipoDescrição
classstringobrigatório. Class name, class path or Blueprint asset.
includeSublevelsbooleanInclude actors living in loaded sublevels (default true). Padrão true.
limitintegerPadrão 200.

Retorna: actors, count, total.

level.find_path (risco 0, requer mundo, smoke)​

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

ArgumentoTipoDescrição
start{x,y,z}obrigatório.
end{x,y,z}obrigatório.

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

level.get_actor_data_layers (risco 0, UE 5.1+, requer mundo)​

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

ArgumentoTipoDescrição
actorstringobrigatório. Actor label, object name or unique class name.

Retorna: dataLayers, count, message.

level.get_actor_layers (risco 0, requer mundo)​

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

ArgumentoTipoDescrição
actorstringobrigatório. Actor label, object name or unique class name.

Retorna: layers, count.

level.get_build_status (risco 0, requer mundo, smoke)​

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

Sem argumentos.

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

level.get_current (risco 0, requer mundo, smoke)​

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

Sem argumentos.

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

level.get_current_sublevel (risco 0, requer mundo, smoke)​

The level new actors are currently spawned into.

Sem argumentos.

Retorna: sublevel, message.

level.get_fog (risco 0, requer mundo, smoke)​

Settings of the exponential height fog actor.

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

Retorna: entries, count, message.

level.get_layer_actors (risco 0, requer mundo, smoke)​

Actors assigned to an editor layer.

ArgumentoTipoDescrição
layerstringobrigatório.

Retorna: actors, count, total.

level.get_level_blueprint (risco 0, requer mundo, smoke)​

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

Sem argumentos.

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

level.get_light (risco 0, requer mundo, smoke)​

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

ArgumentoTipoDescrição
actorstringobrigatório. Actor label, object name or unique class name.

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

level.get_lightmap_stats (risco 0, requer mundo, smoke)​

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

Sem argumentos.

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

level.get_lightmass_settings (risco 0, requer mundo, smoke)​

Lightmass settings of the current level.

Sem argumentos.

Retorna: entries, count, message.

level.get_nav_bounds (risco 0, requer mundo, smoke)​

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

Sem argumentos.

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

level.get_nav_settings (risco 0, smoke)​

Project navigation settings: supported agents and generation options.

Sem argumentos.

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

level.get_navigation_status (risco 0, requer mundo, smoke)​

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

Sem argumentos.

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

level.get_package_info (risco 0, smoke)​

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

ArgumentoTipoDescrição
mapstringLevel asset; empty = the level currently open.

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

level.get_post_process (risco 0, requer mundo, smoke)​

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

ArgumentoTipoDescrição
onlyOverriddenbooleanOnly report the fields whose bOverride_ flag is on. Padrão true.

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

level.get_random_reachable_point (risco 0, requer mundo, smoke)​

A random navigable point within a radius of an origin.

ArgumentoTipoDescrição
origin{x,y,z}obrigatório.
radiusnumberobrigatório. Search radius in cm.

Retorna: found, point, distance, message.

level.get_sky_atmosphere (risco 0, requer mundo, smoke)​

Settings of the SkyAtmosphere actor.

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

Retorna: entries, count, message.

level.get_sky_light (risco 0, requer mundo, smoke)​

Settings of the sky light.

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

Retorna: entries, count, message.

level.get_spline (risco 0, requer mundo, smoke)​

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

ArgumentoTipoDescrição
actorstringobrigatório. Actor carrying the spline component.
componentstringComponent name when the actor has more than one spline.

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

level.get_spline_length (risco 0, requer mundo, smoke)​

Total length of a spline in cm.

ArgumentoTipoDescrição
actorstringobrigatório. Actor carrying the spline component.
componentstringComponent name when the actor has more than one spline.

Retorna: actor, samples, count, length.

level.get_spline_points (risco 0, requer mundo, smoke)​

Just the points of a spline.

ArgumentoTipoDescrição
actorstringobrigatório. Actor carrying the spline component.
componentstringComponent name when the actor has more than one spline.

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

level.get_stats (risco 0, requer mundo, smoke)​

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

Sem argumentos.

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

level.get_sublevel (risco 0, requer mundo)​

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

ArgumentoTipoDescrição
sublevelstringobrigatório. Sublevel name or package path (substring match on the package is accepted).

Retorna: sublevel, message.

level.get_volume (risco 0, requer mundo, smoke)​

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

ArgumentoTipoDescrição
actorstringobrigatório. Volume actor label, name or unique class.

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

level.get_volumetric_cloud (risco 0, requer mundo, smoke)​

Settings of the VolumetricCloud actor.

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

Retorna: entries, count, message.

level.get_world_settings_full (risco 0, requer mundo, smoke)​

Every editable property of AWorldSettings with its current value.

Sem argumentos.

Retorna: entries, count, message.

level.import_spline (risco 2, altera, requer 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).

ArgumentoTipoDescrição
jsonstringobrigatório. JSON produced by level.export_spline.

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

level.invalidate_lighting (risco 4, destrutivo, requer 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.

Sem argumentos.

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

level.is_partitioned (risco 0, requer mundo, smoke)​

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

Sem argumentos.

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

level.is_point_on_nav (risco 0, requer mundo, smoke)​

Whether a world point lies on the navmesh.

ArgumentoTipoDescrição
point{x,y,z}obrigatório.
extent{x,y,z}Search box half-size in cm around the point. Padrão FUeaVec3(100.0, 100.0, 200.0).

Retorna: found, point, distance, message.

level.list_actors_in_sublevel (risco 0, requer mundo, smoke)​

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

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

Retorna: actors, count, total.

level.list_data_layers (risco 0, UE 5.1+, requer 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.

Sem argumentos.

Retorna: dataLayers, count, message.

level.list_environment (risco 0, requer mundo, smoke)​

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

Sem argumentos.

Retorna: environment, count, message.

level.list_external_actors (risco 0, UE 5.0+, requer mundo, smoke)​

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

ArgumentoTipoDescrição
limitintegerPadrão 200.

Retorna: packages, count, total, message.

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

HLOD layer assets available in the project.

Sem argumentos.

Retorna: layers, count, message.

level.list_layers (risco 0, requer mundo, smoke)​

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

Sem argumentos.

Retorna: layers, count.

level.list_level_instances (risco 0, UE 5.1+, requer mundo, smoke)​

Level instance actors in the current world.

Sem argumentos.

Retorna: instances, count, message.

level.list_lighting_scenarios (risco 0, requer mundo, smoke)​

Levels flagged as lighting scenarios.

Sem argumentos.

Retorna: sublevels, count.

level.list_lights (risco 0, requer mundo, smoke)​

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

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

Retorna: lights, count, total.

level.list_maps (risco 0, smoke)​

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

ArgumentoTipoDescrição
folderstringContent folder to search, e.g. "/Game/Maps". Empty = "/Game".
recursivebooleanPadrão true.
nameContainsstringCase-insensitive substring the map name must contain.
limitintegerPadrão 200.

Retorna: maps, count, total.

level.list_nav_data (risco 0, requer mundo, smoke)​

Navigation data actors in the level with their agent parameters.

Sem argumentos.

Retorna: navData, count, message.

Nav link proxies in the level.

Sem argumentos.

Retorna: links, count, message.

level.list_post_process_materials (risco 0, requer mundo, smoke)​

Post-process materials currently blended by the target.

ArgumentoTipoDescrição
targetstringobrigatório. Post-process volume, camera actor or any actor with post-process settings.

Retorna: target, materials, count, message.

level.list_post_process_volumes (risco 0, requer mundo, smoke)​

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

Sem argumentos.

Retorna: volumes, count.

level.list_reflection_captures (risco 0, requer mundo, smoke)​

Reflection capture actors in the level.

Sem argumentos.

Retorna: actors, count, total.

level.list_runtime_grids (risco 0, UE 5.0+, requer mundo)​

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

Sem argumentos.

Retorna: grids, count, message.

level.list_spline_meshes (risco 0, requer mundo, smoke)​

Spline-mesh components on a spline actor.

ArgumentoTipoDescrição
actorstringobrigatório. Actor carrying the spline component.
componentstringComponent name when the actor has more than one spline.

Retorna: actor, meshes, count, message.

level.list_splines (risco 0, requer mundo, smoke)​

Actors in the level that carry a spline component.

Sem argumentos.

Retorna: splines, count.

level.list_streaming_volumes (risco 0, requer mundo, smoke)​

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

Sem argumentos.

Retorna: actors, count, total.

level.list_sublevels (risco 0, requer mundo, smoke)​

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

Sem argumentos.

Retorna: sublevels, count.

level.list_templates (risco 0, smoke)​

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

Sem argumentos.

Retorna: maps, count, total.

level.list_unbuilt_lights (risco 0, requer mundo, smoke)​

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

Sem argumentos.

Retorna: lights, count, unbuiltObjects, message.

level.list_volume_kinds (risco 0, smoke)​

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

Sem argumentos.

Retorna: kinds, count.

level.list_volumes (risco 0, requer mundo, smoke)​

Volumes in the level, optionally of one kind.

ArgumentoTipoDescrição
kindstringKind to keep; empty = every volume.
limitintegerPadrão 200.

Retorna: volumes, count.

level.load_region (risco 1, UE 5.3+, requer mundo)​

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

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

Retorna: applied, min, max, message.

level.move_actors_to_sublevel (risco 2, altera, requer 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.

ArgumentoTipoDescrição
actorsarray of stringobrigatório.
sublevelstringobrigatório. Destination sublevel; empty is not accepted (use the persistent level name).

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

level.open (risco 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.

ArgumentoTipoDescrição
mapstringobrigatório. Level asset to open (package path or unique name).
saveCurrentbooleanSave dirty packages before switching. Padrão false.

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

level.open_level_blueprint (risco 1, requer mundo)​

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

Sem argumentos.

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

level.place_along_spline (risco 2, altera, requer mundo, smoke)​

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

ArgumentoTipoDescrição
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. Padrão 5.
spacingnumberDistance in cm between copies; 0 uses count. Padrão 0.0.
alignToTangentbooleanRotate each copy to face along the spline. Padrão true.
offset{x,y,z}Extra offset in cm applied to each copy.

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

level.project_point_to_nav (risco 0, requer mundo, smoke)​

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

ArgumentoTipoDescrição
point{x,y,z}obrigatório.
extent{x,y,z}Search box half-size in cm around the point. Padrão FUeaVec3(100.0, 100.0, 200.0).

Retorna: found, point, distance, message.

level.rebuild_dirty_nav (risco 4, requer mundo)​

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

Sem argumentos.

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

level.recapture_reflections (risco 1, altera, requer mundo, smoke)​

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

Sem argumentos.

Retorna: repaired, repairedCount, count, message.

level.recapture_sky_light (risco 1, requer mundo, smoke)​

Recaptures the sky into the sky light's cubemap.

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

Retorna: message, count.

level.remove_actors_from_data_layer (risco 2, altera, UE 5.1+, requer mundo)​

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

ArgumentoTipoDescrição
actorsarray of stringobrigatório.
dataLayerstringobrigatório. Data layer short name or asset path.

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

level.remove_actors_from_layer (risco 2, altera, requer mundo)​

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

ArgumentoTipoDescrição
actorsarray of stringobrigatório.
layerstringobrigatório.

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

level.remove_post_process_material (risco 2, altera, requer mundo)​

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

ArgumentoTipoDescrição
materialstringobrigatório.

Retorna: target, materials, count, message.

level.remove_spline_point (risco 3, altera, destrutivo, requer mundo, smoke)​

Removes one point from a spline.

ArgumentoTipoDescrição
indexintegerobrigatório.

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

level.remove_sublevel (risco 3, altera, destrutivo, requer mundo)​

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

ArgumentoTipoDescrição
sublevelstringobrigatório. Sublevel name or package path (substring match on the package is accepted).

Retorna: message, count.

level.rename_layer (risco 2, altera, requer mundo, smoke)​

Renames an editor layer.

ArgumentoTipoDescrição
namestringobrigatório.
newNamestringobrigatório.

Retorna: layers, count.

level.rename_map (risco 3, altera, smoke)​

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

ArgumentoTipoDescrição
mapstringobrigatório. Level asset to rename.
newNamestringobrigatório. New asset name (no path).

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

level.repair_build_data_ids (risco 1, altera, requer 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.

Sem argumentos.

Retorna: repaired, repairedCount, count, message.

level.reset_post_process (risco 3, altera, destrutivo, requer mundo, smoke)​

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

ArgumentoTipoDescrição
targetstringobrigatório. Post-process volume, camera actor or any actor with post-process settings.

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

level.resize_volume_to_actors (risco 2, altera, requer 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.

ArgumentoTipoDescrição
actorsarray of stringobrigatório. Actors the volume must enclose.
paddingnumberExtra margin in cm added on every side. Padrão 100.0.

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

level.reverse_spline (risco 2, altera, requer mundo, smoke)​

Reverses the point order of a spline.

ArgumentoTipoDescrição
actorstringobrigatório. Actor carrying the spline component.
componentstringComponent name when the actor has more than one spline.

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

level.sample_spline (risco 0, requer mundo, smoke)​

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

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

Retorna: actor, samples, count, length.

level.sample_spline_evenly (risco 0, requer mundo, smoke)​

N evenly spaced samples along a spline.

ArgumentoTipoDescrição
countintegerobrigatório. How many samples to return (>= 2).
spacestring"local" or "world" (default). Padrão TEXT("world").

Retorna: actor, samples, count, length.

level.save (risco 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.

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

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

level.set_actor_spatial (risco 2, altera, UE 5.0+, requer 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.

ArgumentoTipoDescrição
actorstringobrigatório.
spatiallyLoadedbooleanobrigatório. Spatially loaded actors stream with the grid; non-spatial ones are always loaded.
runtimeGridstringRuntime grid name; empty leaves it unchanged.

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

level.set_ambient_occlusion (risco 2, altera, requer mundo, smoke)​

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

ArgumentoTipoDescrição
intensitystring
radiusstring
staticFractionstring
fadeDistancestring
powerstring

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

level.set_audio_volume (risco 2, altera, requer mundo)​

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

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

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

level.set_blocking_volume_collision (risco 2, altera, requer mundo)​

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

ArgumentoTipoDescrição
profilestringobrigatório. Collision profile name, e.g. "BlockAll", "InvisibleWall".

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

level.set_bloom (risco 2, altera, requer mundo, smoke)​

Bloom method, intensity, threshold and size.

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

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

level.set_chromatic_aberration (risco 2, altera, requer mundo, smoke)​

Chromatic aberration (scene fringe) intensity and start offset.

ArgumentoTipoDescrição
intensitystring
startOffsetstring

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

level.set_color_grading (risco 2, altera, requer mundo, smoke)​

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

ArgumentoTipoDescrição
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)".

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

level.set_cull_distances (risco 2, altera, requer mundo)​

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

ArgumentoTipoDescrição
entriesarray of UeaCullDistanceEntryobrigatório.

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

level.set_current_sublevel (risco 1, requer mundo, smoke)​

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

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

Retorna: sublevel, message.

level.set_data_layer_state (risco 2, altera, UE 5.1+, requer mundo)​

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

ArgumentoTipoDescrição
dataLayerstringobrigatório. 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.

Retorna: dataLayers, count, message.

level.set_depth_of_field (risco 2, altera, requer mundo, smoke)​

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

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

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

level.set_directional_shadows (risco 2, altera, requer mundo, smoke)​

Cascaded shadow map settings of a directional light.

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

Retorna: entries, count, message.

level.set_exposure (risco 2, altera, requer mundo, smoke)​

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

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

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

level.set_film_grain (risco 2, altera, UE 5.0+, requer mundo, smoke)​

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

ArgumentoTipoDescrição
intensitystring
intensityShadowsstring
intensityMidtonesstring
intensityHighlightsstring

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

level.set_fog (risco 2, altera, requer mundo, smoke)​

Changes any subset of the exponential height fog settings.

ArgumentoTipoDescrição
actorstring
densitystring
heightFalloffstring
fogColorUeaColor
useFogColorbooleanPadrão false.
startDistancestring
volumetricstring
extinctionScalestring
secondFogDensitystring
secondFogHeightFalloffstring
secondFogHeightOffsetstring
volumetricScatteringDistributionstring
volumetricAlbedoUeaColor
useVolumetricAlbedobooleanPadrão false.
propertiesarray of UeaKeyValue

Retorna: entries, count, message.

level.set_force_no_precomputed_lighting (risco 2, altera, requer mundo, smoke)​

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

ArgumentoTipoDescrição
enabledbooleanobrigatório.

Retorna: entries, count, message.

level.set_game_mode_override (risco 2, altera, requer mundo, smoke)​

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

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

Retorna: entries, count, message.

level.set_global_illumination (risco 2, altera, UE 5.0+, requer mundo, smoke)​

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

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

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

level.set_kill_z (risco 2, altera, requer mundo, smoke)​

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

ArgumentoTipoDescrição
killZnumberobrigatório. Z below which actors are destroyed (cm).

Retorna: entries, count, message.

level.set_layer_visible (risco 1, requer mundo, smoke)​

Shows or hides every actor of an editor layer.

ArgumentoTipoDescrição
namestringobrigatório.
visiblebooleanobrigatório.

Retorna: layers, count.

level.set_lens_flares (risco 2, altera, requer mundo, smoke)​

Lens flare intensity, tint, bokeh size and threshold.

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

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

level.set_light (risco 2, altera, requer mundo, smoke)​

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

ArgumentoTipoDescrição
actorstringobrigatório. 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). Padrão false.
temperaturestring
useTemperaturestring
castShadowsstring
mobilitystring"static", "stationary" or "movable".
attenuationRadiusstring
innerConestring
outerConestring
sourceRadiusstring
indirectIntensitystring
volumetricScatteringstring
specularScalestring
iesTexturestringIES profile texture asset.
propertiesarray of UeaKeyValue

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

level.set_light_channels (risco 2, altera, requer mundo, smoke)​

Sets the lighting channels a light affects.

ArgumentoTipoDescrição
actorstringobrigatório.
channel0booleanPadrão true.
channel1booleanPadrão false.
channel2booleanPadrão false.

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

level.set_light_function (risco 2, altera, requer mundo, smoke)​

Sets a light's light-function material.

ArgumentoTipoDescrição
actorstringobrigatório.
materialstringobrigatório. Light function material; empty clears it.

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

level.set_light_ies (risco 2, altera, requer mundo, smoke)​

Sets a light's IES profile texture.

ArgumentoTipoDescrição
actorstringobrigatório.
iesTexturestringobrigatório. IES profile texture asset (UTextureLightProfile); empty clears it.
useIesBrightnessbooleanPadrão false.

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

level.set_light_indirect (risco 2, altera, requer mundo, smoke)​

Indirect lighting intensity and volumetric scattering of one light.

ArgumentoTipoDescrição
actorstringobrigatório.
indirectIntensitystring
volumetricScatteringstring

Retorna: entries, count, message.

level.set_light_mobility (risco 2, altera, requer mundo, smoke)​

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

ArgumentoTipoDescrição
actorstringobrigatório.
mobilitystringobrigatório. "static", "stationary" or "movable".

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

level.set_lighting_scenario (risco 2, altera, requer mundo, smoke)​

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

ArgumentoTipoDescrição
sublevelstringobrigatório. Sublevel name; empty = the persistent level.
enabledbooleanobrigatório.

Retorna: sublevels, count.

level.set_lightmap_resolution (risco 2, altera, requer mundo)​

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

ArgumentoTipoDescrição
actorstringobrigatório.
resolutionintegerobrigatório. Lightmap resolution in texels (power of two, e.g. 64).
componentstringComponent name when the actor has several meshes.

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

level.set_lightmap_resolution_many (risco 2, altera, requer mundo, smoke)​

Overrides the lightmap resolution of many actors at once.

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

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

level.set_lightmass_settings (risco 2, altera, requer mundo, smoke)​

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

ArgumentoTipoDescrição
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.

Retorna: entries, count, message.

level.set_lights_many (risco 2, altera, requer mundo, smoke)​

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

ArgumentoTipoDescrição
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
useColorbooleanPadrão false.
temperaturestring
useTemperaturestring
castShadowsstring
mobilitystring"static", "stationary" or "movable".
attenuationRadiusstring
innerConestring
outerConestring
sourceRadiusstring
indirectIntensitystring
volumetricScatteringstring
specularScalestring
iesTexturestring
propertiesarray of UeaKeyValue

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

level.set_lights_mobility_many (risco 2, altera, requer mundo, smoke)​

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

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

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

level.set_motion_blur (risco 2, altera, requer mundo, smoke)​

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

ArgumentoTipoDescrição
amountstring
maxstring
perObjectSizestring
targetFpsstring

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

level.set_nav_agent (risco 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.

ArgumentoTipoDescrição
namestringobrigatório. 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.

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

level.set_nav_modifier_area (risco 2, altera, requer 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.

ArgumentoTipoDescrição
areaClassstringobrigatório. Nav area class, e.g. "NavArea_Null", "NavArea_Obstacle", "NavArea_Default".

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

level.set_nav_runtime_generation (risco 2, altera, requer 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.

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

Retorna: navData, count, message.

level.set_pain_volume (risco 2, altera, requer 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.

ArgumentoTipoDescrição
damagePerSecstring
damageTypestringDamage type class.
painCausingstring
entryPainstring

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

level.set_physics_volume (risco 2, altera, requer 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.

ArgumentoTipoDescrição
prioritystring
fluidFrictionstring
terminalVelocitystring
waterVolumestring

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

level.set_post_process (risco 2, altera, requer mundo, smoke)​

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

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

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

level.set_post_process_volume (risco 2, altera, requer mundo, smoke)​

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

ArgumentoTipoDescrição
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). Padrão false.

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

level.set_recast_settings (risco 2, altera, requer 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.

ArgumentoTipoDescrição
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

Retorna: entries, count, message.

level.set_reflection_method (risco 2, altera, requer mundo, smoke)​

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

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

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

level.set_sky_atmosphere (risco 2, altera, requer mundo, smoke)​

Changes any subset of the SkyAtmosphere settings.

ArgumentoTipoDescrição
actorstring
rayleighScatteringScalestring
rayleighScatteringUeaColor
useRayleighScatteringbooleanPadrão false.
mieScatteringScalestring
mieAnisotropystring
groundAlbedoUeaColor
useGroundAlbedobooleanPadrão false.
atmosphereHeightstringAtmosphere height in km.
multiScatteringstring
propertiesarray of UeaKeyValue

Retorna: entries, count, message.

level.set_sky_light (risco 2, altera, requer mundo, smoke)​

Changes any subset of the sky light's settings.

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

Retorna: entries, count, message.

level.set_spline_closed (risco 2, altera, requer mundo, smoke)​

Opens or closes the loop of a spline.

ArgumentoTipoDescrição
closedbooleanobrigatório.

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

level.set_spline_point (risco 2, altera, requer mundo, smoke)​

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

ArgumentoTipoDescrição
indexintegerobrigatório.
position{x,y,z}
usePositionbooleanPadrão false.
arriveTangent{x,y,z}
useArriveTangentbooleanPadrão false.
leaveTangent{x,y,z}
useLeaveTangentbooleanPadrão false.
rotation{x,y,z}
useRotationbooleanPadrão false.
scale{x,y,z}
useScalebooleanPadrão false.
typestringlinear, curve, constant, curveClamped or curveCustomTangent.
spacestring"local" (default) or "world". Padrão TEXT("local").

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

level.set_spline_point_type (risco 2, altera, requer mundo, smoke)​

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

ArgumentoTipoDescrição
typestringobrigatório. linear, curve, constant, curveClamped or curveCustomTangent.
indexintegerPoint index; -1 applies to every point. Padrão -1.

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

level.set_spline_points (risco 2, altera, requer mundo, smoke)​

Replaces every point of a spline.

ArgumentoTipoDescrição
pointsarray of {x,y,z}obrigatório. New point positions, replacing every existing point.
spacestring"local" (default) or "world". Padrão TEXT("local").

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

level.set_sublevel_loaded (risco 2, altera, requer mundo)​

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

ArgumentoTipoDescrição
sublevelstringobrigatório.
loadedbooleanobrigatório.

Retorna: sublevel, message.

level.set_sublevel_locked (risco 2, altera, requer mundo)​

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

ArgumentoTipoDescrição
sublevelstringobrigatório.
lockedbooleanobrigatório.

Retorna: sublevel, message.

level.set_sublevel_streaming_class (risco 2, altera, requer mundo)​

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

ArgumentoTipoDescrição
sublevelstringobrigatório.
streamingClassstringobrigatório. "always_loaded" or "blueprint".

Retorna: sublevel, message.

level.set_sublevel_transform (risco 2, altera, requer mundo)​

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

ArgumentoTipoDescrição
sublevelstringobrigatório.
location{x,y,z}
rotation{x,y,z}

Retorna: sublevel, message.

level.set_sublevel_visible (risco 2, altera, requer mundo)​

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

ArgumentoTipoDescrição
sublevelstringobrigatório.
visiblebooleanobrigatório.

Retorna: sublevel, message.

level.set_sun_from_time (risco 2, altera, requer mundo, smoke)​

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

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

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

level.set_sun_rotation (risco 2, altera, requer mundo, smoke)​

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

ArgumentoTipoDescrição
pitchnumberobrigatório. Pitch in degrees (negative points down).
yawnumberobrigatório. Yaw in degrees.
actorstringDirectional light to rotate; empty = the first one in the level.

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

level.set_time_dilation_limits (risco 2, altera, requer mundo, smoke)​

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

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

Retorna: entries, count, message.

level.set_trigger_collision (risco 2, altera, requer mundo, smoke)​

Collision profile and overlap events of a trigger volume.

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

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

level.set_vignette (risco 2, altera, requer mundo, smoke)​

Vignette intensity (0..1).

ArgumentoTipoDescrição
intensitystringobrigatório.

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

level.set_volume_extent (risco 2, altera, requer mundo, smoke)​

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

ArgumentoTipoDescrição
extent{x,y,z}obrigatório. New half-size in cm.
radiusnumberNew radius in cm for sphere/capsule triggers. Padrão 0.0.

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

level.set_volume_priority (risco 2, altera, requer 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.

ArgumentoTipoDescrição
prioritynumberobrigatório. Higher priority wins where volumes overlap.

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

level.set_volumetric_cloud (risco 2, altera, requer mundo, smoke)​

Changes any subset of the VolumetricCloud settings.

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

Retorna: entries, count, message.

level.set_white_balance (risco 2, altera, requer mundo, smoke)​

White balance temperature, tint and temperature type.

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

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

level.set_world_gravity (risco 2, altera, requer mundo, smoke)​

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

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

Retorna: entries, count, message.

level.set_world_to_meters (risco 2, altera, requer mundo, smoke)​

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

ArgumentoTipoDescrição
scalenumberobrigatório. Unreal units per metre (default 100).

Retorna: entries, count, message.

level.setup_default_environment (risco 2, altera, requer mundo, smoke)​

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

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

Retorna: created, existing, createdCount, message.

level.spline_from_actors (risco 2, altera, requer 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.

ArgumentoTipoDescrição
actorsarray of stringobrigatório. Actors whose locations become the spline points, in order.
namestringPadrão TEXT("Spline").
closedbooleanPadrão false.

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

level.unload_region (risco 1, UE 5.3+, requer mundo)​

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

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

Retorna: applied, min, max, message.