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How to get a ULevelStreaming ref using onLevelLoaded/OnLevelShown delegates

Hi devs, I'm making my first steps with UE4 C++.

Here's me trying to spawn levels instances at runtime:

 auto LevelStream1 = ULevelStreamingKismet::LoadLevelInstance(World, "Level01", FVector(0,0,0), FRotator(0,0,0), &Success1);
 auto LevelStream2 = ULevelStreamingKismet::LoadLevelInstance(World, "Level02", FVector(100,100,0), FRotator(0,0,0), &Success2);

Then binding to OnLevelLoaded delegate, to know when my level will be ready for use:

 LevelStream1->OnLevelLoaded.AddDynamic(this, &AMyClass::OnLevelInstanceLoaded);
 LevelStream2->OnLevelLoaded.AddDynamic(this, &AMyClass::OnLevelInstanceLoaded);

And finally my receiver function:

 void AMyClass::OnLevelInstanceLoaded()
 {
    // do something with the Loaded Level
    // (???)how do I know which Level loaded?
 }

How do I know which Level is ready to be worked with?

Trying to access its pointers immediately after calling LoadLevelInstance() is pointless, since they are not yet initiliazed, so I really need to know if they are loaded or not.

Thanks to all

*please excuse any code error, I don't have my code available now so I coded off the cuff...

Product Version: UE 4.18
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asked Jun 21 '18 at 06:57 PM in C++ Programming

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