ULevelEditorSubsystem::NewLevel

Close the current Persistent Level (without saving it).

Unreal Engine C++ API Reference > Editor > LevelEditor > ULevelEditorSubsystem

References

   
Module LevelEditor
Header /Engine/Source/Editor/LevelEditor/Public/LevelEditorSubsystem.h
Include #include "LevelEditorSubsystem.h"
Source /Engine/Source/Editor/LevelEditor/Private/LevelEditorSubsystem.cpp
bool NewLevel
(
    const [FString](API\Runtime\Core\Containers\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 True if the operation succeeds.

Parameters

Name Description
AssetPath Asset Path of where the level will be saved. ie. /Game/MyFolder/MyAsset

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