Exposing variables from Level Blueprint

Hi Guys

Like every blueprint, the Level blueprint allows you to expose its variables.

That said does it have any use or is it just there as its a universal blueprint option?

The reason I ask as I would like to quick edit variables in the Level direct from the editor instead of the Blueprint editor. Maybe by showing said variables when you highlight the top level “world” object in the outliner?

I tried looking but to no avail. Not a necessity but a useful option wouldn’t you agree?

Stewart

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  • Remove the Level Blueprint from the engine and erase all references from the docs & YT, wipe its existence from people’s memory - just in case
  • Disable the Get All Actors of Class node by default, and put a huge red pulsatng border around it that plays a wailing siren if enabled
  • All Actors and Components start with Tick disabled, by default!
  • Add a keyboard shortcut for Print String

0 voters

:innocent:

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Sounds about right!

This is actually a good idea. But I normally use an actor placed in the LB for that. This way you can add this actor to any level! And since there is an actor in the level - anything can fetch it with Get Actor of Class. It’s like a reusable config for each level.

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Thats a very good point and it may be the option for today ! :rofl: