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How to get a ULevelStreaming ref using onLevelLoaded/OnLevelShown delegates

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    How to get a ULevelStreaming ref using onLevelLoaded/OnLevelShown delegates

    Hi devs, I'm making my first steps with UE4 C++.

    Here's me trying to spawn levels instances at runtime:

    auto LevelStream1 = ULevelStreamingKismet::LoadLevelInstance(World, "Level01", FVector(0,0,0), FRotator(0,0,0), &Success1);
    auto LevelStream2 = ULevelStreamingKismet::LoadLevelInstance(World, "Level02", FVector(100,100,0), FRotator(0,0,0), &Success2);

    Then binding to OnLevelLoaded delegate, to know when my level will be ready for use:

    LevelStream1->OnLevelLoaded.AddDynamic(this, &AMyClass::OnLevelInstanceLoaded); LevelStream2->OnLevelLoaded.AddDynamic(this, &AMyClass::OnLevelInstanceLoaded);


    And finally my receiver function:


    void AMyClass::OnLevelInstanceLoaded() { // do something with the Loaded Level // (???)how do I know which Level loaded? }
    How do I know which Level is ready to be worked with?

    Trying to access its pointers immediately after calling LoadLevelInstance() is pointless, since they are not yet initiliazed, so I really need to know if they are loaded or not.

    Thanks to all

    *please excuse any code error, I don't have my code available now so I coded off the cuff...
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