Classes

ULevel

UObject

The level object. Contains the level's actor list, BSP information, and brush list. Every Level has a World as its Outer and can be used as the PersistentLevel, however, when a Level has been streamed in the OwningWorld represents the World that it is a part of. A Level is a collection of Actors (lights, volumes, mesh instances etc.). Multiple Levels can be loaded and unloaded into the World to create a streaming experience.

Member Type Offset Share
OwningWorld

The World that has this level in its Levels array.

UWorld* 0xb8
Model

BSP UModel.

UModel* 0xc0
ModelComponents

BSP Model components used for rendering.

TArray<UModelComponent*> 0xc8
ActorCluster ULevelActorContainer* 0xd8
NumTextureStreamingUnbuiltComponents

Num of components missing valid texture streaming data. Updated in map check.

int32_t 0xe0
NumTextureStreamingDirtyResources

Num of resources that have changed since the last texture streaming build. Updated in map check.

int32_t 0xe4
LevelScriptActor

The level scripting actor, created by instantiating the class from LevelScriptBlueprint.

ALevelScriptActor* 0xe8
NavListStart

Start and end of the navigation list for this level, used for quickly fixing up when streaming this level in/out.

ANavigationObjectBase* 0xf0
NavListEnd ANavigationObjectBase* 0xf8
NavDataChunks

Navigation related data that can be stored per level

TArray<UNavigationDataChunk*> 0x100
LightmapTotalSize

Total number of KB used for lightmap textures in the level.

float 0x110
ShadowmapTotalSize

Total number of KB used for shadowmap textures in the level.

float 0x114
StaticNavigableGeometry

Threes of triangle vertices - AABB filtering friendly.

TArray<FVector> 0x118
StreamingTextureGuids

The Guid of each texture refered by FStreamingTextureBuildInfo::TextureLevelIndex

TArray<FGuid> 0x128
LevelBuildDataId

Identifies map build data specific to this level, eg lighting volume samples.

FGuid 0x1d0
MapBuildData

Registry for data from the map build.

UMapBuildDataRegistry* 0x1e0
LightBuildLevelOffset

Level offset at time when lighting was built

FIntVector 0x1e8
bIsLightingScenario : 1 char 0x1f4
bTextureStreamingRotationChanged : 1 char 0x1f4
bStaticComponentsRegisteredInStreamingManager : 1 char 0x1f4
bIsVisible : 1 char 0x1f4
WorldSettings AWorldSettings* 0x240
AssetUserData

Array of user data stored with the asset

TArray<UAssetUserData*> 0x250
DestroyedReplicatedStaticActors TArray<FReplicatedStaticActorDestructionInfo> 0x270