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 |
|---|---|---|---|
| bUseSubsystem | Public | Determines if the subsystem should be used. |
| InitializationLevel | Public | The world object for the initialization level. |
| MainMenuLevel | Public | The world object for the main menu level. |
| GameEndLevel | Public | The world object for the game end level. |
| GameLevels | Public | An array of world objects representing individual game levels. |
Functions
Return Type | Signature | Description |
|---|---|---|
| GetInitializationLevel() | Returns the initialization level. |
| GetMainMenuLevel() | Returns the main menu level. |
| GetGameEndLevel() | Returns the game end level. |
| GetGameLevel(const int32 Index) | Returns a specific game level by index. |
| GetGameLevelIndex(const FSoftObjectPath& Level) | Returns the index of a specific game level by its path. |
| GetGameLevelIndex(const UWorld* Level) | Returns the index of a specific game level by its world object. |
| IsGameLevelIndexValid(const int32 Index) | Checks if a given game level index is valid. |
| 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.