(39) 's Extra Blueprint Nodes for You as a Plugin, No C++ Required!

How to Unload Level Instances

Thanks for helping out !

Welcome to the forums tundra_cooo!

So you mean the ability to paint on triangles of a mesh, for the blood effect, not the ability to warp them real-, right?

[FONT=Comic Sans MS]Welcome to the forums Scott Brown!

You dont have to store a string :slight_smile:

You should store a reference to the Level instance that is created, which I pass out of my Load Level Instance node.

Then when you are ready to unload that level, simply set the variable ShouldBeLoaded to false by dragging off of your saved reference to that level instance.



LevelStreaming.h

/** Whether the level should be loaded																						*/
	UPROPERTY(Category=LevelStreaming, BlueprintReadWrite)
	uint32 **bShouldBeLoaded**:1;

	/** Whether the level should be visible if it is loaded																		*/
	UPROPERTY(Category=LevelStreaming, BlueprintReadWrite)
	uint32 **bShouldBeVisible**:1;

**

It’s an uncommon design structure in UE4 to have it work way but it works great!**

And it wont ever crash, and will find the exact level instance that you want :slight_smile:

:heart: