pack_level_actors
Bakes a saved .umap into a reusable APackedLevelActor Blueprint, merging static-mesh actors into ISM components so the level streams as one actor.
Instructions
Bakes a saved map (.umap) into a reusable APackedLevelActor Blueprint headless: the source level's static-mesh actors are merged into ISM components on the generated Blueprint so it streams as one cheap actor. Uses FPackedLevelActorBuilder::CreateDefaultBuilder + CreateOrUpdateBlueprint with bCheckoutAndSave=false on purpose — that builder save path is silently cancelled under -unattended (FileHelpers PR_Cancelled) and would falsely report success; instead the Blueprint package is persisted explicitly via UEditorLoadingAndSavingUtils::SavePackages and its REAL result is returned as saved. The build runs in the builder's own FPreviewScene (no editor-world swap, no PIE, no render). Requires the editor (GEditor). Idempotent: an existing Blueprint at blueprint_path is updated in place (the engine early-outs via PackedHash when the source is unchanged), never duplicated.
Returns: { blueprint_path: string, source_world_asset: string, blueprint_created: bool, packed: bool, packed_hash: number, saved: bool, note: string }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| save | No | Optional, default true. Persist the Blueprint package to disk and report the real save result in `saved`. | |
| force | No | Optional. This command is REFUSED while a Play-in-Editor session is running: it either compiles a Blueprint (the reinstancer can retain a world, and CheckForWorldGCLeaks is Fatal -- it KILLS the editor) or writes to disk (Editor.AllowSavingAssetsDuringPIE=0 makes the engine refuse the write, so it would report success without writing a byte). Stop PIE and retry instead; force=true runs it anyway, at your own risk. | |
| blueprint_name | No | Alias of `blueprint_path` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `blueprint_path`. | |
| blueprint_path | No | Destination package path for the APackedLevelActor Blueprint (e.g. "/Game/Maps/BPP_Foo"). | |
| world_asset_path | Yes | Package/object path of the saved source map to pack (e.g. "/Game/Maps/Foo"). Must exist on disk. |