// Copyright Epic Games, Inc. All Rights Reserved. /*============================================================================= EditorLevelUtils.h: Editor-specific level management routines =============================================================================*/ #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "Templates/SubclassOf.h" #include "EditorLevelUtils.generated.h" class AActor; class ULevel; class ULevelStreaming; DECLARE_LOG_CATEGORY_EXTERN(LogLevelTools, Warning, All); UENUM(BlueprintType) enum class ELevelVisibilityDirtyMode : uint8 { // Use when the user is causing the visibility change. Will update transaction state and mark the package dirty. ModifyOnChange, // Use when code is causing the visibility change. DontModify }; UCLASS(transient) class UEditorLevelUtils: public UObject { GENERATED_BODY() public: /** * Creates a new streaming level in the current world * * @param LevelStreamingClass The streaming class type instead to use for the level. * @param NewLevelPath Optional path to the level package path format ("e.g /Game/MyLevel"). If empty, the user will be prompted during the save process. * @param bMoveSelectedActorsIntoNewLevel If true, move any selected actors into the new level. * * @return Returns the newly created level, or NULL on failure */ UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Creation") static UNREALED_API ULevelStreaming* CreateNewStreamingLevel(TSubclassOf LevelStreamingClass, const FString& NewLevelPath = TEXT(""), bool bMoveSelectedActorsIntoNewLevel = false); /** * Makes the specified streaming level the current level for editing. * The current level is where actors are spawned to when calling SpawnActor * * @return true If a level was removed. */ UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Creation") static UNREALED_API void MakeLevelCurrent(ULevelStreaming* InStreamingLevel); /** * Moves the specified list of actors to the specified streaming level. The new actors will be selected * * @param ActorsToMove List of actors to move * @param DestStreamingLevel The destination streaming level of the current world to move the actors to * @param bWarnAboutReferences Whether or not to show a modal warning about referenced actors that may no longer function after being moved * @return The number of actors that were successfully moved to the new level */ UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Creation") static UNREALED_API int32 MoveActorsToLevel(const TArray& ActorsToMove, ULevelStreaming* DestStreamingLevel, bool bWarnAboutReferences = true, bool bWarnAboutRenaming = true); /** * Moves the currently selected actors to the specified streaming level. The new actors will be selected * * @param DestStreamingLevel The destination streaming level of the current world to move the actors to * @param bWarnAboutReferences Whether or not to show a modal warning about referenced actors that may no longer function after being moved * @return The number of actors that were successfully moved to the new level */ UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Creation") static UNREALED_API int32 MoveSelectedActorsToLevel(ULevelStreaming* DestLevel, bool bWarnAboutReferences = true); /** * Makes the specified level the current level for editing. * The current level is where actors are spawned to when calling SpawnActor * @param InLevel The level to make current * @param bForceOperation True if the operation should succeed even if the level is locked. In certian circumstances (like removing the current level, we must be able to set a new current level even if the only one left is locked) * * @return true If a level was removed. */ static UNREALED_API void MakeLevelCurrent(ULevel* InLevel, bool bEvenIfLocked = false); static UNREALED_API int32 MoveActorsToLevel(const TArray& ActorsToMove, ULevel* DestLevel, bool bWarnAboutReferences = true, bool bWarnAboutRenaming = true); static UNREALED_API int32 MoveSelectedActorsToLevel(ULevel* DestLevel, bool bWarnAboutReferences = true); /** * Creates a new streaming level and adds it to a world * * @param InWorld The world to add the streaming level to * @param LevelStreamingClass The streaming class type instead to use for the level. * @param DefaultFilename Optional file name for level. If empty, the user will be prompted during the save process. * @param bMoveSelectedActorsIntoNewLevel If true, move any selected actors into the new level. * @param InTemplateWorld If valid, the new level will be a copy of the template world. * * @return Returns the newly created level, or NULL on failure */ static UNREALED_API ULevelStreaming* CreateNewStreamingLevelForWorld(UWorld& World, TSubclassOf LevelStreamingClass, const FString& DefaultFilename = TEXT(""), bool bMoveSelectedActorsIntoNewLevel = false, UWorld* InTemplateWorld = nullptr); /** * Adds the named level packages to the world. Does nothing if all the levels already exist in the world. * * @param InWorld World in which to add the level * @param LevelPackageName The base filename of the level package to add. * @param LevelStreamingClass The streaming class type instead to use for the level. * * @return The new level, or NULL if the level couldn't added. */ static UNREALED_API ULevel* AddLevelsToWorld(UWorld* InWorld, TArray LevelPackageNames, TSubclassOf LevelStreamingClass); /** * Adds the named level package to the world. Does nothing if the level already exists in the world. * * @param InWorld World in which to add the level. * @param LevelPackageName The package name ("e.g /Game/MyLevel") of the level package to add. * @param LevelStreamingClass The streaming class type to use for the level. * * @return The new level, or NULL if the level couldn't added. */ UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Creation", meta = (DisplayName = "Add Level to World", ScriptName = "AddLevelToWorld")) static ULevelStreaming* K2_AddLevelToWorld(UWorld* World, const FString& LevelPackageName, TSubclassOf LevelStreamingClass) { return AddLevelToWorld(World, *LevelPackageName, LevelStreamingClass, FTransform::Identity); } /** * Adds the named level package to the world at the given position. Does nothing if the level already exists in the world. * * @param InWorld World in which to add the level. * @param LevelPackageName The package name ("e.g /Game/MyLevel") of the level package to add. * @param LevelStreamingClass The streaming class type to use for the level. * @param LevelTransform The origin of the new level in the world. * * @return The new level, or NULL if the level couldn't added. */ UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Creation", meta = (DisplayName = "Add Level to World with Transform", ScriptName = "AddLevelToWorldWithTransform")) static ULevelStreaming* K2_AddLevelToWorldWithTransform(UWorld* World, const FString& LevelPackageName, TSubclassOf LevelStreamingClass, const FTransform& LevelTransform) { return AddLevelToWorld(World, *LevelPackageName, LevelStreamingClass, LevelTransform); } /** * Adds the named level package to the world. Does nothing if the level already exists in the world. * * @param InWorld World in which to add the level * @param LevelPackageName The base filename of the level package to add. * @param LevelStreamingClass The streaming class type instead to use for the level. * * @return The new level, or NULL if the level couldn't added. */ static UNREALED_API ULevelStreaming* AddLevelToWorld(UWorld* InWorld, const TCHAR* LevelPackageName, TSubclassOf LevelStreamingClass, const FTransform& LevelTransform = FTransform::Identity); private: static UNREALED_API ULevelStreaming* AddLevelToWorld_Internal(UWorld* InWorld, const TCHAR* LevelPackageName, TSubclassOf LevelStreamingClass, const FTransform& LevelTransform = FTransform::Identity); public: /** Sets the LevelStreamingClass for the specified Level * @param InLevel The level for which to change the streaming class * @param LevelStreamingClass The desired streaming class * * @return The new streaming level object */ static UNREALED_API ULevelStreaming* SetStreamingClassForLevel(ULevelStreaming* InLevel, TSubclassOf LevelStreamingClass); /** * Removes the specified level from the world. Refreshes. * * @return true If a level was removed. */ static UNREALED_API bool RemoveLevelFromWorld(ULevel* InLevel); /** * Removes the specified LevelStreaming from the world, and Refreshes. * Used to Clean up references of missing levels. * * @return true If a level was removed. */ static UNREALED_API bool RemoveInvalidLevelFromWorld(ULevelStreaming* InLevelStreaming); /** * Sets the actors within a level's visibility via bHiddenEdLevel. * Warning: modifies ULevel::bIsVisible and bHiddenEdLevel without marking packages dirty or supporting undo. * Calling code must restore to the original state before the user can interact with the levels. */ static UNREALED_API void SetLevelVisibilityTemporarily(ULevel* Level, bool bShouldBeVisible); /** * Sets a level's visibility in the editor. Less efficient than SetLevelsVisibility when changing the visibility of multiple levels simultaneously. * * @param Level The level to modify. * @param bShouldBeVisible The level's new visibility state. * @param bForceLayersVisible If true and the level is visible, force the level's layers to be visible. * @param ModifyMode ELevelVisibilityDirtyMode mode value. */ UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility") static UNREALED_API void SetLevelVisibility(ULevel* Level, const bool bShouldBeVisible, const bool bForceLayersVisible, const ELevelVisibilityDirtyMode ModifyMode = ELevelVisibilityDirtyMode::ModifyOnChange); /** * Sets a level's visibility in the editor. More efficient than SetLevelsVisibility when changing the visibility of multiple levels simultaneously. * * @param Levels The levels to modify. * @param bShouldBeVisible The level's new visibility state for each level. * @param bForceLayersVisible If true and the level is visible, force the level's layers to be visible. * @param ModifyMode ELevelVisibilityDirtyMode mode value. */ UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility") static UNREALED_API void SetLevelsVisibility(const TArray& Levels, const TArray& bShouldBeVisible, const bool bForceLayersVisible, const ELevelVisibilityDirtyMode ModifyMode = ELevelVisibilityDirtyMode::ModifyOnChange); /** * Deselects all BSP surfaces in this level * * @param InLevel The level to deselect the surfaces of. * */ static UNREALED_API void DeselectAllSurfacesInLevel(ULevel* InLevel); /** * Executes an operation on the set of all referenced worlds. * * @param InWorld World containing streaming levels * @param Operation The operation to execute on the referenced worlds, return false to break iteration * @param bIncludeInWorld If true, include the InWorld in the output list. * @param bOnlyEditorVisible If true, only sub-levels that should be visible in-editor are included */ static UNREALED_API void ForEachWorlds(UWorld* InWorld, TFunctionRef Operation, bool bIncludeInWorld, bool bOnlyEditorVisible = false); /** * Assembles the set of all referenced worlds. * * @param InWorld World containing streaming levels * @param Worlds [out] The set of referenced worlds. * @param bIncludeInWorld If true, include the InWorld in the output list. * @param bOnlyEditorVisible If true, only sub-levels that should be visible in-editor are included */ static UNREALED_API void GetWorlds(UWorld* InWorld, TArray& OutWorlds, bool bIncludeInWorld, bool bOnlyEditorVisible = false); /** * Returns all levels for a world. * * @param World World containing levels * @return Set of all levels */ UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Level Utility") static const TArray GetLevels(UWorld* World); UE_DEPRECATED(4.17, "The CreateNewLevel method to create streaming levels has been deprecated. Use CreateNewStreamingLevelForWorld instead") static UNREALED_API ULevel* CreateNewLevel(UWorld* InWorld, bool bMoveSelectedActorsIntoNewLevel, TSubclassOf LevelStreamingClass, const FString& DefaultFilename = TEXT("")); /** * Moves the specified list of actors to the specified level * * @param ActorsToMove List of actors to move * @param DestLevelStreaming The level streaming object associated with the destination level * @param OutNumMovedActors The number of actors that were successfully moved to the new level */ UE_DEPRECATED(4.17, "The MovesActorsToLevel method has been deprecated. Use MoveActorsToLevel instead") static void MovesActorsToLevel(TArray& ActorsToMove, ULevelStreaming* DestLevelStreaming, int32& OutNumMovedActors); private: /** * Removes a level from the world. Returns true if the level was removed successfully. * * @param Level The level to remove from the world. * @return true if the level was removed successfully, false otherwise. */ static bool PrivateRemoveLevelFromWorld(ULevel* Level); static bool PrivateRemoveInvalidLevelFromWorld(ULevelStreaming* InLevelStreaming); /** * Completely removes the level from the world, unloads its package and forces garbage collection. * * @note: This function doesn't remove the associated streaming level. * * @param InLevel A non-NULL, non-Persistent Level that will be destroyed. * @return true if the level was removed. */ static bool EditorDestroyLevel(ULevel* InLevel); private: }; // For backwards compatibility typedef UEditorLevelUtils EditorLevelUtils;