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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 NewLevelFromTemplate ( const [FString](API\Runtime\Core\Containers\FString) & AssetPath, const [FString](API\Runtime\Core\Containers\FString) & TemplateAssetPath )
Remarks
Close the current Persistent Level (without saving it). Create a new Level base on another level and save it. Load the new created level. True if the operation succeeds.
Parameters
Name | Description |
---|---|
AssetPath | Asset Path of where the level will be saved. ie. /Game/MyFolder/MyAsset |
TemplateAssetPath | Level to be used as Template. ie. /Game/MyFolder/MyAsset |