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How do i get the name of the streaming level that actor is present in.

Hello, I would like to make a save/load level loading system and I need to get the level name that the actor is in at that moment. I've tried using "Get Current Level Name" function, but it returns the main persistent level name, not the sub-level that the actor is at that moment. Thanks in advance.

Product Version: UE 4.15
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asked Feb 19 '17 at 09:05 AM in Blueprint Scripting

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avatar image chrarlait May 21 '17 at 08:13 PM

Have you found a solution yet?

avatar image Toody_HD May 21 '17 at 08:18 PM

What I've done is to make a save function for each level that i have and put them in each level.

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1 answer: sort voted first

Here you go:


For some reason all the ULevel-s are called PersistentLevel. Sounds like a bug to me, but who knows. Their outers have the name we are looking for tho.

I spent more time on the internet trying to find an answer to this question than I did in visual studio to find the solution of my own.

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answered May 28 '17 at 10:56 AM

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avatar image ryanbai Jun 26 '18 at 02:18 AM

Thank you!Perfect!

avatar image Teapot Creation Oct 16 '18 at 02:12 PM

Hey ! Was just wondering : any idea how to achieve this in Blueprints ?

avatar image Elathan Oct 16 '18 at 02:25 PM

Afaik you can't. Writing a static c++ function and calling that from BP is the way to go.

avatar image MadRat1171 Nov 08 '18 at 09:51 PM

That's what I'm looking for. Too bad that I'm a total c++ noob. Can someone write full function in c++? I'm struggling an hour to get this working and I have no idea what am I doing. Anyone can help?

avatar image Elathan Nov 09 '18 at 08:32 AM
 // Fill out your copyright notice in the Description page of Project Settings.
 #pragma once
 #include "CoreMinimal.h"
 #include "Kismet/BlueprintFunctionLibrary.h"
 #include "GameFramework/Actor.h"
 #include "MyBlueprintFunctionLibrary.generated.h"
 class PROJECTNAME_API UMyBlueprintFunctionLibrary : public UBlueprintFunctionLibrary
     UFUNCTION(BlueprintPure, Category = NYTaskHelper)
     static FName GetStreamingLevelNameFromActor(AActor* Actor)
         if (Actor != nullptr)
             return Actor->GetLevel()->GetOuter()->GetFName();
         return NAME_None;
avatar image MadRat1171 Nov 09 '18 at 08:51 PM

Thank you for that ! Works as it should.

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