Unreal Engine Blueprint API Reference > Editor Scripting > Level Utility
Close the current Persistent Level (without saving it). Create a new blank Level and save it. Load the new created level.
Target is Level Editor Subsystem
Inputs
Type | Name | Description |
---|---|---|
exec | In | |
object | Target | |
string | Asset Path | Asset Path of where the level will be saved. ie. /Game/MyFolder/MyAsset |
Outputs
Type | Name | Description |
---|---|---|
exec | Out | |
boolean | Return Value | True if the operation succeeds. |