ULevelEditorSubsystem::NewLevel

Close the current Persistent Level (without saving it).

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macOS

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References

Module

LevelEditor

Header

/Engine/Source/Editor/LevelEditor/Public/LevelEditorSubsystem.h

Include

#include "LevelEditorSubsystem.h"

Source

/Engine/Source/Editor/LevelEditor/Private/LevelEditorSubsystem.cpp

Syntax

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