Knowledge base
Knowledge base
Knowledge base
Free, anonymous browsing of Unreal Engine Blueprint examples, node references, and best practices. The same content the WoalzCraft plugin uses to generate Blueprints.
20 results for Sublevel
A child level streamed in/out of a persistent level. Used for open-world streaming and modular maps.
A scene containing actors, lighting, geometry. Open a level via Open Level. Sublevels stream in/out.
bAbsolute=true reloads from scratch. LevelName is the map asset name without path.
OpenLevelUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoGet Current Level NameUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoUGameplayStatics::OpenLevel. Use OpenLevelBySoftObjectPtr for asset references.
Open LevelUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoGetCurrentLevelNameUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoPure node. For GameInstance subsystems: GetGameInstance → GetSubsystem. For World subsystems: GetWorld → GetSubsystem. Subsystems are auto-instanced singletons — great for organizing game systems.
GetSubsystemUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoPattern: CreateWidget(WBP_LoadingScreen) → AddToViewport(ZOrder=100) → LoadStreamLevel or OpenLevel(NewMapName). For async: AsyncLoadLevel → OnCompleted → RemoveFromParent(LoadingWidget). Store persistent data in GameInstance before transition. Use Seamless Travel for multiplayer.
Pattern: custom trigger or UI button → [save player data to SaveSlot] → OpenLevel(LevelName='Level_02', bAbsolute=true, Options=''). For loading screen: SetGlobalTimeDilation(0.001) briefly while level loads (freeze world), or use AsyncLoadLevel with progress callback. Key: OpenLevel is in GameplayStatics. 'LevelName' is the map asset name (not full path). bAbsolute=true discards current level completely. Options string can pass params like '?GameMode=BP_GM'.
Less_FloatFloatUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo ago