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How can I load/unload a sublevel(tile) in a world composition?

I want to load/unload tiles in a world composition called from a blutility function in editor mode (not ingame). In the picture below you can see the contextmenu for load/unload tiles. I want the same functionality via a blueprint function.

alt text

I tested UGameplayStatics::LoadStreamLevel / UGameplayStatics::UnloadStreamLevel in BlueprintFunctionLibrary in a sample project.

 void UMyBlueprintFunctionLibrary::LoadLevel(FName LevelName)
 {
     FLatentActionInfo info;
     info.CallbackTarget = 0;
     info.ExecutionFunction = FName("");
     info.Linkage = 0;
     info.UUID = 0;
 
     UGameplayStatics::LoadStreamLevel(GWorld->GetWorld(), LevelName, true, false, info);
 }
 
 void UMyBlueprintFunctionLibrary::LoadLevelEditor(FName LevelName)
 {
     FLatentActionInfo info;
     info.CallbackTarget = 0;
     info.ExecutionFunction = FName("");
     info.Linkage = 0;
     info.UUID = 0;
 
     UGameplayStatics::LoadStreamLevel(GEditor->GetEditorWorldContext().World(), LevelName, true, false, info);
 }

"LoadLevel" does work ingame but not in editor mode called from a blutility function.

"LoadLevelEditor" does not work at all and gives the error "LogLevel: Warning: Failed to find streaming level object associated with 'sub1'"

Is there any way to achieve the same result as clicking Load/Unload in the contextmenu?

Product Version: UE 4.21
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asked Feb 19 '19 at 03:11 PM in Blueprint Scripting

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JoePenuci
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1 answer: sort voted first

You will need to look at using the functions:

UGameplayStatics::LoadStreamLevel UGameplayStatics::UnloadStreamLevel

If you are using them in C++, you may also need to add the header: #include "Kismet/GameplayStatics.h"

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answered Feb 19 '19 at 04:13 PM

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Dune
1.9k 52 38 200

avatar image JoePenuci Feb 20 '19 at 10:58 AM

I tried it and edited my question

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