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API > API/Editor > API/Editor/LevelEditor > API/Editor/LevelEditor/ULevelEditorSubsystem
Description
Close the current Persistent Level (without saving it). Create a new blank Level and save it. Load the new created level. Editor Scripting | Level
| Name | NewLevel |
| Type | function |
| Header File | /Engine/Source/Editor/LevelEditor/Public/LevelEditorSubsystem.h |
| Include Path | #include "LevelEditorSubsystem.h" |
| Source | /Engine/Source/Editor/LevelEditor/Private/LevelEditorSubsystem.cpp |
UFUNCTION (BlueprintCallable, Category="Editor Scripting | Level Utility")
bool NewLevel
(
const FString & AssetPath,
bool bIsPartitionedWorld
)
True if the operation succeeds.
Parameters
| Name | Remarks |
|---|---|
| AssetPath | Asset Path of where the level will be saved. ie. /Game/MyFolder/MyAsset |
| bIsPartitionedWorld | If true, new map is partitioned. |