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API > API/Editor > API/Editor/UnrealEd > API/Editor/UnrealEd/UEditorLevelUtils > API/Editor/UnrealEd/UEditorLevelUtils/CreateNewStreamingLevelForWorld
References
| Module | UnrealEd |
| Header | /Engine/Source/Editor/UnrealEd/Public/EditorLevelUtils.h |
| Include | #include "EditorLevelUtils.h" |
| Source | /Engine/Source/Editor/UnrealEd/Private/EditorLevelUtils.cpp |
static ULevelStreaming * CreateNewStreamingLevelForWorld
(
UWorld & World,
TSubclassOf < ULevelStreaming > LevelStreamingClass,
bool bUseExternalActors,
const FString & DefaultFilename,
const TArray < AActor * > * ActorsToMove,
UWorld * InTemplateWorld,
bool bInUseSaveAs,
bool bIsPartitioned,
TFunction < void> InPreSaveLevelOperation,
const FTransform & InTransform
)
Remarks
Creates a new streaming level and adds it to a world Returns the newly created level, or NULL on failure
Parameters
| Name | Description |
|---|---|
| InWorld | The world to add the streaming level to |
| LevelStreamingClass | The streaming class type instead to use for the level. |
| bUseExternalActors | If level should use external actors. |
| DefaultFilename | file name for level. If empty, the user will be prompted during the save process. |
| ActorsToMove | Optional, move provided actors into the new level. |
| InTemplateWorld | If valid, the new level will be a copy of the template world. |
| bInUseSaveAs | If true, show SaveAs dialog instead of Save with DefaultFilename |
| bIsPartitioned | If level should be partitioned (has precedence over bUseExternalActors). |
| InPreSaveLevelOperation | Optional function to call before saving the created level |
| InTransform | The transform to apply to the streaming level. |