# Setting level visibity with editor utility

**URL:** <https://forums.unrealengine.com/t/setting-level-visibity-with-editor-utility/483286>\
**Category:** Rendering\
**Tags:** editor-utility-widge, visibility, sub-level, unreal-engine, question\
**Created:** [May 12, 2021, 6:47pm UTC](https://forums.unrealengine.com/t/setting-level-visibity-with-editor-utility/483286 "2021-05-12T18:47:30Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![awhite\_unreal](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@awhite\_unreal](https://forums.unrealengine.com/u/awhite_unreal)\
**Post date:** [May 12, 2021, 6:47pm UTC](https://forums.unrealengine.com/t/setting-level-visibity-with-editor-utility/483286/1 "2021-05-12T18:47:30Z")

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Short version is I’m creating an editor utility that will toggle the visibility of selections of objects and/or levels while in the editor. It’s working for individual actors, but I’m having trouble with levels. Under editor scripting I’ve found the node “set level visibility” which looks like what I want, the problem is the input object type is “level object reference” and I can’t seem to figure out how to get that type of input. There’s no options for making a variable of that type and nothing comes up on the asset list. The closest thing I’ve found is “get streaming level” but that output is “level streaming object reference”

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**Author:** ![awhite\_unreal](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@awhite\_unreal](https://forums.unrealengine.com/u/awhite_unreal)\
**Post date:** [May 14, 2021, 11:17pm UTC](https://forums.unrealengine.com/t/setting-level-visibity-with-editor-utility/483286/2 "2021-05-14T23:17:54Z")

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For anyone seeing this post down the road…

It figures I would figure it out after posting the question but I seemed to have found what I was looking for.

After looking through all the editor scripting nodes I came across “get loaded level” that has an input of a streaming level object and outputs a level object that I needed. I plugged that into the set visibility and everything seems to be working properly now.
