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BlueprintAPI > BlueprintAPI/EditorScripting > BlueprintAPI/EditorScripting/LevelUtility
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 |
| boolean | Is Partitioned World | If true, new map is partitioned. |
Outputs
| Type | Name | Description |
|---|---|---|
| exec | Out | |
| boolean | Return Value | True if the operation succeeds. |