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ULimenLevelsDeveloperSettings

Overview

ULimenLevelsDeveloperSettings is a UDeveloperSettings class that provides access to various levels used within the game, such as initialization, main menu, game end, and individual game levels. It also includes a boolean flag to determine whether to use a subsystem.

Properties

Type

Name

Access

Description

bool

bUseSubsystem

Public

Determines if the subsystem should be used.

TSoftObjectPtr<UWorld>

InitializationLevel

Public

The world object for the initialization level.

TSoftObjectPtr<UWorld>

MainMenuLevel

Public

The world object for the main menu level.

TSoftObjectPtr<UWorld>

GameEndLevel

Public

The world object for the game end level.

TArray<TSoftObjectPtr<UWorld>>

GameLevels

Public

An array of world objects representing individual game levels.

Functions

Return Type

Signature

Description

TSoftObjectPtr<UWorld>

GetInitializationLevel()

Returns the initialization level.

TSoftObjectPtr<UWorld>

GetMainMenuLevel()

Returns the main menu level.

TSoftObjectPtr<UWorld>

GetGameEndLevel()

Returns the game end level.

TSoftObjectPtr<UWorld>

GetGameLevel(const int32 Index)

Returns a specific game level by index.

int32

GetGameLevelIndex(const FSoftObjectPath& Level)

Returns the index of a specific game level by its path.

int32

GetGameLevelIndex(const UWorld* Level)

Returns the index of a specific game level by its world object.

bool

IsGameLevelIndexValid(const int32 Index)

Checks if a given game level index is valid.

bool

ShouldUseSubsystem()

Determines if the subsystem should be used based on settings.

Usage & Implementation Notes

  • The class uses TSoftObjectPtr<UWorld> to manage levels, which allows for soft references that can be unloaded without breaking dependencies.

  • The GetDefault<ULimenLevelsDeveloperSettings>() function is used to access the singleton instance of the settings.

  • The check() macro is used extensively for validation and error handling in both header and implementation files.

22 May 2026