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	<title>Template:MC/LevelActorTable/doc - Revision history</title>
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	<updated>2026-04-12T21:18:06Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.sasgaming.net/index.php?title=Template:MC/LevelActorTable/doc&amp;diff=43880&amp;oldid=prev</id>
		<title>imported&gt;QwertyLilley at 15:49, 7 February 2026</title>
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		<updated>2026-02-07T15:49:37Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{documentation header}}&lt;br /&gt;
{{Lua}}&lt;br /&gt;
&lt;br /&gt;
The equivalent of {{t|ID table}} in games that use Unreal Engine. A table used to show how [https://dev.epicgames.com/documentation/en-us/unreal-engine/actors?application_version=4.27 actors] (placeable objects in a level in Unreal Engine), any objects, or [https://dev.epicgames.com/documentation/en-us/unreal-engine/levels?application_version=4.27 levels] are identified.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
The table needs {{t|LevelActorLine}} for adding rows.&lt;br /&gt;
&lt;br /&gt;
{{LevelActorTable}}&lt;br /&gt;
&lt;br /&gt;
Entity table:&lt;br /&gt;
{{LevelActorTable|type=entity}}&lt;br /&gt;
&lt;br /&gt;
Entity table with unified level mob-type:&lt;br /&gt;
{{LevelActorTable|type=entity}}&lt;br /&gt;
&lt;br /&gt;
Item table:&lt;br /&gt;
{{LevelActorTable|type=item}}&lt;br /&gt;
&lt;br /&gt;
Decoration table:&lt;br /&gt;
{{LevelActorTable|type=decoration}}&lt;br /&gt;
&lt;br /&gt;
Level table:&lt;br /&gt;
{{LevelActorTable|type=level}}&lt;br /&gt;
&lt;br /&gt;
=== Maintenance categories ===&lt;br /&gt;
* [[:Category:Pages missing Dungeons blueprint name]]&lt;br /&gt;
* [[:Category:Pages missing Dungeons mob type inside level files]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
    &amp;quot;description&amp;quot;: &amp;quot;&amp;quot;,&lt;br /&gt;
	&amp;quot;params&amp;quot;: {&lt;br /&gt;
		&amp;quot;type&amp;quot;: {&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The type of sprite for all rows in the table with undefined \&amp;quot;type\&amp;quot; in {{LevelActorLine}}.&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;suggestedvalues&amp;quot;: [&lt;br /&gt;
				&amp;quot;achievement&amp;quot;,&lt;br /&gt;
				&amp;quot;effect&amp;quot;,&lt;br /&gt;
				&amp;quot;enchantment&amp;quot;,&lt;br /&gt;
				&amp;quot;entity&amp;quot;,&lt;br /&gt;
				&amp;quot;level&amp;quot;,&lt;br /&gt;
				&amp;quot;item&amp;quot;,&lt;br /&gt;
				&amp;quot;decoration&amp;quot;,&lt;br /&gt;
				&amp;quot;misc&amp;quot;&lt;br /&gt;
			]&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;forcecollapsed&amp;quot;: {&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Forces the table to begin collapsed. &amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;boolean&amp;quot;&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;nocat&amp;quot;: {&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Stops table from inserting categories&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;boolean&amp;quot;&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;hasunifiedlevelmobtype&amp;quot;: {&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;If an entity in {{LevelActorLine}} has a level mob-type that unifies all its variants into one. Accepts any value entered.&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
=== Mobs ===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;{{MCD|Conjured slime}}&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{LevelActorTable&lt;br /&gt;
| type = entity&lt;br /&gt;
| {{LevelActorLine&lt;br /&gt;
| displayname = Pink Slime&amp;lt;ref group=&amp;quot;c&amp;quot;&amp;gt;Display name is not visible in-game.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| variant = -&lt;br /&gt;
| blueprint = BP_SlimeCauldronCharacter_C&lt;br /&gt;
| levelmobtype = -&lt;br /&gt;
| translationkey = mob_SlimeCauldron&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{notelist|c}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{produces|{{LevelActorTable&lt;br /&gt;
| type = entity&lt;br /&gt;
| {{LevelActorLine&lt;br /&gt;
| displayname = Pink Slime&amp;lt;ref group=&amp;quot;c&amp;quot;&amp;gt;Display name is not visible in-game.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| variant = -&lt;br /&gt;
| blueprint = BP_SlimeCauldronCharacter_C&lt;br /&gt;
| levelmobtype = -&lt;br /&gt;
| translationkey = mob_SlimeCauldron&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{notelist|c}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;{{MCD|Heart of Ender}}&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{LevelActorTable|type=entity&lt;br /&gt;
| {{LevelActorLine|displayname=Heart of Ender|blueprint=BP_ArchVesselCharacter_C|levelmobtype=archvessel|translationkey=mob_ArchVessel}}&lt;br /&gt;
| {{LevelActorLine|displayname=Arch-Visage|blueprint=BP_ArchVisageCharacter_C|levelmobtype=-|translationkey=mob_ArchVisage}}&lt;br /&gt;
| {{LevelActorLine|displayname=Decal Puddle&amp;lt;ref group=&amp;quot;d&amp;quot;&amp;gt;There is no display name in the localization files.&amp;lt;/ref&amp;gt;|spritetype=none|blueprint=BP_EnderspaceDecal_C|levelmobtype=-|translationkey=-}}&lt;br /&gt;
}}&lt;br /&gt;
{{notelist|d}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{produces|{{LevelActorTable|type=entity&lt;br /&gt;
| {{LevelActorLine|displayname=Heart of Ender|blueprint=BP_ArchVesselCharacter_C|levelmobtype=archvessel|translationkey=mob_ArchVessel}}&lt;br /&gt;
| {{LevelActorLine|displayname=Arch-Visage|blueprint=BP_ArchVisageCharacter_C|levelmobtype=-|translationkey=mob_ArchVisage}}&lt;br /&gt;
| {{LevelActorLine|displayname=Decal Puddle&amp;lt;ref group=&amp;quot;d&amp;quot;&amp;gt;There is no display name in the localization files.&amp;lt;/ref&amp;gt;|spritetype=none|blueprint=BP_EnderspaceDecal_C|levelmobtype=-|translationkey=-}}&lt;br /&gt;
}}&lt;br /&gt;
{{notelist|d}} }}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;{{MCD|Zombie}}&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{LevelActorTable&lt;br /&gt;
| type = entity&lt;br /&gt;
| hasunifiedlevelmobtype = 1&lt;br /&gt;
| {{LevelActorLine&lt;br /&gt;
| displayname = Zombie&lt;br /&gt;
| variant = Tier 1 | variant2 = Tier 2&lt;br /&gt;
| variant3 = Tier 3 &lt;br /&gt;
| blueprint = BP_ZombieBtCharacter_C &lt;br /&gt;
| blueprint2 = BP_ZombieVariant1Character_C&lt;br /&gt;
| blueprint3 = BP_ZombieVariant2Character_C&lt;br /&gt;
| levelmobtype = zombievariant0&lt;br /&gt;
| levelmobtype2 = -&lt;br /&gt;
| levelmobtype3 = -&lt;br /&gt;
| unifiedlevelmobtype = zombie&lt;br /&gt;
| translationkey = mob_Zombie&lt;br /&gt;
}}&lt;br /&gt;
| {{LevelActorLine|displayname = Grim Guardian&lt;br /&gt;
| blueprint = BP_GrimGuardianCharacter_C&lt;br /&gt;
| levelmobtype = zombieancient&lt;br /&gt;
| translationkey = mob_GrimGuardian&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{produces|{{LevelActorTable&lt;br /&gt;
| type = entity&lt;br /&gt;
| hasunifiedlevelmobtype = 1&lt;br /&gt;
| {{LevelActorLine&lt;br /&gt;
| displayname = Zombie&lt;br /&gt;
| variant = Tier 1 | variant2 = Tier 2&lt;br /&gt;
| variant3 = Tier 3 &lt;br /&gt;
| blueprint = BP_ZombieBtCharacter_C &lt;br /&gt;
| blueprint2 = BP_ZombieVariant1Character_C&lt;br /&gt;
| blueprint3 = BP_ZombieVariant2Character_C&lt;br /&gt;
| levelmobtype = zombievariant0&lt;br /&gt;
| levelmobtype2 = -&lt;br /&gt;
| levelmobtype3 = -&lt;br /&gt;
| unifiedlevelmobtype = zombie&lt;br /&gt;
| translationkey = mob_Zombie&lt;br /&gt;
}}&lt;br /&gt;
| {{LevelActorLine|displayname = Grim Guardian&lt;br /&gt;
| blueprint = BP_GrimGuardianCharacter_C&lt;br /&gt;
| levelmobtype = zombieancient&lt;br /&gt;
| translationkey = mob_GrimGuardian&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;{{MCD|Diamond sword}}&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{LevelActorTable&lt;br /&gt;
| type = item&lt;br /&gt;
| {{LevelActorLine&lt;br /&gt;
| displayname = Diamond Sword&lt;br /&gt;
| form = Base&lt;br /&gt;
| form2 = Player-held&lt;br /&gt;
| form3 = Dropped&lt;br /&gt;
| blueprint = BP_Sword_Unique1_C&lt;br /&gt;
| blueprint2 = BP_Sword_Unique1Instance_C&lt;br /&gt;
| blueprint3 = BP_Sword_Unique1Storable_C&lt;br /&gt;
| translationkey = Sword_Unique1&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{produces|{{LevelActorTable&lt;br /&gt;
| type = item&lt;br /&gt;
| {{LevelActorLine&lt;br /&gt;
| displayname = Diamond Sword&lt;br /&gt;
| form = Base&lt;br /&gt;
| form2 = Player-held&lt;br /&gt;
| form3 = Dropped&lt;br /&gt;
| blueprint = BP_Sword_Unique1_C&lt;br /&gt;
| blueprint2 = BP_Sword_Unique1Instance_C&lt;br /&gt;
| blueprint3 = BP_Sword_Unique1Storable_C&lt;br /&gt;
| translationkey = Sword_Unique1&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;{{MCD|Corrupted beacon}}&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{LevelActorTable&lt;br /&gt;
| type = item&lt;br /&gt;
| {{LevelActorLine&lt;br /&gt;
| displayname = Corrupted Beacon&lt;br /&gt;
| form = Player-held&lt;br /&gt;
| form2 = Dropped&lt;br /&gt;
| blueprint = BP_CorruptedBeaconInstance_C&lt;br /&gt;
| blueprint2 = BP_CorruptedBeaconStorable_C&lt;br /&gt;
| translationkey = CorruptedBeacon&lt;br /&gt;
}}&lt;br /&gt;
}} &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{produces|{{LevelActorTable&lt;br /&gt;
| type = item&lt;br /&gt;
| {{LevelActorLine&lt;br /&gt;
| displayname = Corrupted Beacon&lt;br /&gt;
| form = Player-held&lt;br /&gt;
| form2 = Dropped&lt;br /&gt;
| blueprint = BP_CorruptedBeaconInstance_C&lt;br /&gt;
| blueprint2 = BP_CorruptedBeaconStorable_C&lt;br /&gt;
| translationkey = CorruptedBeacon&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;{{MCD|Bread}}&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{LevelActorTable&lt;br /&gt;
| type = item&lt;br /&gt;
| {{LevelActorLine&lt;br /&gt;
| displayname = Bread&lt;br /&gt;
| form = Base&lt;br /&gt;
| form2 = Dropped&lt;br /&gt;
| blueprint = BP_Food1Instance_C&lt;br /&gt;
| blueprint2 = BP_Food1Storable_C&lt;br /&gt;
| translationkey = Food1&lt;br /&gt;
}}&lt;br /&gt;
}} &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{Produces|{{LevelActorTable&lt;br /&gt;
| type = item&lt;br /&gt;
| {{LevelActorLine&lt;br /&gt;
| displayname = Bread&lt;br /&gt;
| form = Base&lt;br /&gt;
| form2 = Dropped&lt;br /&gt;
| blueprint = BP_Food1Instance_C&lt;br /&gt;
| blueprint2 = BP_Food1Storable_C&lt;br /&gt;
| translationkey = Food1&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Enchantments ===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;{{MCD|Radiance}}&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{LevelActorTable&lt;br /&gt;
| type = enchantment&lt;br /&gt;
| {{LevelActorLine&lt;br /&gt;
| displayname = Radiance&lt;br /&gt;
| blueprint = BP_RadianceMelee_C&lt;br /&gt;
| translationkey = RadianceMelee&lt;br /&gt;
}}&lt;br /&gt;
| {{LevelActorLine&lt;br /&gt;
| displayname = Radiance Shot&lt;br /&gt;
| blueprint = BP_RadianceRanged_C&lt;br /&gt;
| translationkey = RadianceRanged&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{produces|{{LevelActorTable&lt;br /&gt;
| type = enchantment&lt;br /&gt;
| {{LevelActorLine&lt;br /&gt;
| displayname = Radiance&lt;br /&gt;
| blueprint = BP_RadianceMelee_C&lt;br /&gt;
| translationkey = RadianceMelee&lt;br /&gt;
}}&lt;br /&gt;
| {{LevelActorLine&lt;br /&gt;
| displayname = Radiance Shot&lt;br /&gt;
| blueprint = BP_RadianceRanged_C&lt;br /&gt;
| translationkey = RadianceRanged&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Status effects ===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;{{MCD|Swiftness}}&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{LevelActorTable&lt;br /&gt;
| type = effect&lt;br /&gt;
| {{LevelActorLine&lt;br /&gt;
| displayname = Swiftness&lt;br /&gt;
| blueprint = BP_SwiftnessPotionGameplayEffect_C&lt;br /&gt;
| blueprint2 = BP_BootsOfSwiftnessGameplayEffect_C&lt;br /&gt;
| translationkey = statuseffect_swiftness&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{Produces|{{LevelActorTable&lt;br /&gt;
| type = effect&lt;br /&gt;
| {{LevelActorLine&lt;br /&gt;
| displayname = Swiftness&lt;br /&gt;
| blueprint = BP_SwiftnessPotionGameplayEffect_C&lt;br /&gt;
| blueprint2 = BP_BootsOfSwiftnessGameplayEffect_C&lt;br /&gt;
| translationkey = statuseffect_swiftness&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Levels ===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;{{MCD|Creeper Woods}}&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{LevelActorTable&lt;br /&gt;
| type = level&lt;br /&gt;
| {{LevelActorLine&lt;br /&gt;
| displayname = Creeper Woods&lt;br /&gt;
| levelid = creeperwoods&lt;br /&gt;
| translationkey = creeperwoods_name&lt;br /&gt;
| resourcepack = CreeperWoods&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{produces|{{LevelActorTable&lt;br /&gt;
| type = level&lt;br /&gt;
| {{LevelActorLine&lt;br /&gt;
| displayname = Creeper Woods&lt;br /&gt;
| levelid = creeperwoods&lt;br /&gt;
| translationkey = creeperwoods_name&lt;br /&gt;
| resourcepack = CreeperWoods&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;{{sandbox other||&lt;br /&gt;
&amp;lt;!-- template categories/interwikis here --&amp;gt;&lt;br /&gt;
[[Category:Table templates]]&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- documentation categories/interwikis here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>imported&gt;QwertyLilley</name></author>
	</entry>
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