UEditorLevelLibrary::NewLevel

Close the current Persistent Level (without saving it).

Windows
MacOS
Linux

References

Module

EditorScriptingUtilities

Header

/Engine/Plugins/Editor/EditorScriptingUtilities/Source/EditorScriptingUtilities/Public/EditorLevelLibrary.h

Include

#include "EditorLevelLibrary.h"

Source

/Engine/Plugins/Editor/EditorScriptingUtilities/Source/EditorScriptingUtilities/Private/EditorLevelLibrary.cpp

Syntax

[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Level Utility")
static bool NewLevel
(
    const FString & AssetPath
)

Remarks

Close the current Persistent Level (without saving it). Create a new blank Level and save it. Load the new created level. Editor Scripting | Level

Returns

True if the operation succeeds.

Parameters

Parameter

Description

AssetPath

Asset Path of where the level will be saved. ie. /Game/MyFolder/MyAsset

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